action to heal it for 1d6 points of damage and remove the fatigued, shaken, and sickened conditions from the target. You can use this ability a number of times per day equal to 3 + your
Deities: Gozreh, Shelyn. Granted Powers: You can manipulate lightning, mist, and wind, Unity (Su): At 8th level, when a spell or effect targets one of your
traffic with air creatures, and are resistant to electricity damage.
allies within 30 feet, you can use this ability to allow him to use your saving throw modifer against the effect in place of their
Lightning Arc (Sp): As a standard action, you can unleash an arc
own. Using this ability is an immediate action that must be used
of electricity targeting any foe within 30 feet as a ranged touch
before the roll is made. You can use this ability once per day at
attack. This arc of electricity deals 1d6 points of electricity
8th level, and one additional time per day for every four cleric
damage + 1 per cleric level you possess. You can use this ability
a number of times per day equal to 3 + your Wisdom modifier.
Domain Spells: 1st—bless, 2nd—shield other, 3rd—prayer, 4th—greater magic weapon, 5th—telepathic bond, 6th—heroes’ Electricity Resistance (Ex): At 6th level, you gain resist
feast, 7th— greater restoration, 8th—greater spell immunty, 9th
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—lightning bolt, 4th—air walk, 5th—call lightning, 6th—
Deity: Zon-Kuthon. chain lightning, 7th—elemental body IV (air only), 8th—
Granted Power: You can manipulate shadows and darkness. whirlwind, 9th—elemental swarm (air spell only). Darkness (Sp): As a swift action you can attempt to cause the
vision of a creature within 30ft to be fraught with shadows and
Deities: Erastil, Gozreh.
darkness. The creature must make a will save (DC= 10+half your
Granted Powers: You can control animals with ease.
cleric level+Wis modifier) or treat all other creatures as if they had concealment, suffering a 20% miss chance on all attack rolls.
Animal Control (Sp): Twice per day, you can attempt to either
This effect lasts for 1 round and can be used 3 times per day.
Charm or Frighten animals. As a swift action you can attempt to charm (as per the Charm Animal spell) or Frighten (as per the
Eyes of Darkness (Su): At 6th level, your vision is not impaired
Frightened condition) an animal for 1d6 rounds, unless it
by lighting conditions, even in absolute darkness and magic
succeedes a Will save (DC= 10+½level+Wis modifer)
darkness. You can use this ability for a number of rounds per day equal to your cleric level. These rounds do not need to be
Aspect of the Beast(Su): At 6th level, you can take on the Aspect
consecutive. At 12th level this effect becomes permanent.
of the Beast as a swift action. You gain a +10ft bonus to your
Domain Spells: 1st—obscuring mist, 2nd—blindness/
base speed, a bite attack which deals 1d6 points of damage as a
deafness, 3rd—deeper darkness, 4th—death ward, 5th—summon
primary natural attack, and the blind-fight feat. This ability can
monster V (summons 2 shadows), 6th—antilife shell, 7th—
be used for a number of rounds per day equal to your cleric level.
power word blind, 8th—Orb of the Void, 9th—shades.
These rounds do not need to be consecutive. Domain Spells: 1st—calm animals, 2nd—hold animal,
3rd—dominate animal, 4th—summon nature’s ally IV (animals
Deities: Norgorber, Pharasma, Urgathoa, Zon-Kuthon.
only), 5th—beast shape III (animals only), 6th—antilife shell,Granted Powers: You can cause the living to bleed at a touch,
7th—animal shapes, 8th—summon nature’s ally VIII (animals
and find comfort in the presence of the dead.
Bleeding Touch (Sp): As a melee touch attack, you can cause a
living creature to take 1d6 points of damage per round. This
Deities: Calistria, Cayden Cailean, Desna, Gorum, Lamashtu,
effect persists for 1d4+1 rounds or until stopped with any spell
or effect that heals damage. You can use this ability a number of
Granted Powers: Your touch infuses life and weapons with
times per day equal to 3 + your Wisdom modifier.
chaos, and you revel in all things anarchic.
Keeper of Death (Su): At 8th level, you can emit a 20ft Aura as a
Touch of Chaos (Sp): You can imbue a target with chaos as a
standard action, which gives all creatures in it (including you)
melee touch attack. Untill the beginning of your next turn,
Death Ward, as the spell.You can use this ability for a number of
anytime the target rolls a d20, he must roll twice and take the less
rounds per day equal to your cleric level. These rounds do not
favorable result. You can use this ability a number of times per
day equal to 3 + your Wisdom modifier. Domain Spells: 1st—cause fear, 2nd—inflict serious wounds, 3rd—animate dead, 4th—death ward, 5th—slay living, 6th— Chaos Blade (Su): At 8th level, you can give a weapon touched
create undead, 7th— destruction, 8th—create greater undead,
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
Deities: Gorum, Nethys, Rovagug, Zon-Kuthon. Domain Spells: 1st—protection from law, 2nd—align weapon Granted Powers: You revel in ruin and devastation, and can
(chaos only), 3rd—magic circle against law, 4th—chaos
deliver particularly destructive attacks. hammer, 5th—dispel law, 6th—animate objects, 7th—word of chaos, 8th— cloak of chaos, 9th—summon monster IX (chaos
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 your cleric level. You must
declare the destructive smite before making the attack. You can
Deity: Erastil.
use this ability a number of times per day equal to 2 + your
Granted Powers: Your touch can heal wounds, and your
presence instills unity and strengthens emotional bonds.
Destructive Aura (Su): At 8th level, you can spend a standard
Calming Touch (Sp): You can touch a creature as a standard
action to make a single attack against an enemy within range,
which counts as being affected by the Sunder combat maneuver. In addition, you will emit a 30ft aura of destruction for a number
of rounds equal to your wisdom modifer. All attacks made
Deities: Gorum, Iomedae, Sarenrae.
against any targets in this aura gain a morale bonus on damage
Granted Powers: You are infused with the glory of the divine,
equal to 1/2 your cleric level. You can use this ability once per
day at level 8, and one additional time per day for every 4 levels
Touch of Glory (Sp): You can cause your hand to shimmer with
divine radiance, allowing you to touch a creature as a standard
Domain Spells: 1st—true strike, 2nd—shatter, 3rd—rage,
action and give it a sacred bonus equal to half your cleric level
4th—inf lict critical wounds, 5th—shout, 6th—harm, 7th—
(minimum 1) on it's next attack and damage roll. You can use this
disintegrate, 8th—earthquake, 9th—implosion.
ability to grant the bonus a number of times per day equal to 3 + your Wisdom modifier.
Earth Domain Deities: Abadar, Torag. Divine Presence (Su): At 6th level, you can choose to have your
Granted Powers: You have mastery over earth, metal, and stone,
channel energy harm undead creatures instead of heal living
can fire darts of acid, and command earth creatures.
creatures. The undead creatures will suffer the same damage you would normally heal for, but are allowed a will save (DC = 10 +
Acid Dart (Sp): As a standard action, you can unleash an acid
1/2 your cleric level + your Wisdom modifier) to only suffer half
dart targeting any foe within 30 feet as a ranged touch attack.
damage. You can use this ability as many times per day as you
This acid dart deals 1d6 points of acid damage + 1 per cleric
level you possess. You can use this ability a number of times per
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.Acid Resistance (Ex): At 6th level, you gain resist acid 10. This resistance increases to 20 at 12th level. At 20th level, you gain
Deities: Cayden Cailean, Desna, Erastil, Iomedae, Sarenrae, Domain Spells: 1st—magic stone, 2nd—bear's endurance, 3rd
—stone shape, 4th—spike stones, 5th—wall of stone,Granted Powers: You have pledged your life and soul to
6th—stoneskin, 7th—elemental body IV (earth only), 8th—
earthquake, 9th—elemental swarm (earth spell only). Touch of Good (Sp): You touch a creature as a swift action, untill
the beginning if our next turn, half of all the damage the creature
Deities: Asmodeus, Lamashtu, Norgorber, Rovagug, Urgathoa,
suffers will be transferred to you instead. You can use this ability
a number of times per day equal to 3 + your Wisdom modifier. Granted Powers: You are sinister and cruel, and have wholly pledged your soul to the cause of evil. Holy Lance (Su): At 8th level, you can give a weapon you touch the holy special weapon quality for a number of rounds equal to
Evil Eyes (Sp): As a swift action you can cause a creature within
1/2 your cleric level. You can use this ability once per day at 8th
30 ft to become shaken unless it succedes a fortitude save (DC=
level, and an additional time per day for every four levels beyond
10+ half your cleric level+Wis modifier). Creatures sickened by
this ability count as good for the purposes of spells with the evil
Domain Spells: 1st—protection from evil, 2nd—align
descriptor. This ability lasts for a 3 rounds. You can use this
weapon (good only), 3rd—magic circle against evil, 4th—holysmite, 5th—dispel evil, 6th—blade barrier, 7th—holy word,8th—holy aura, 9th—summon monster IX (good spell only). Scythe of Evil (Su): At 8th level, 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
Deities: Abadar, Asmodeus, Erastil, Iomedae, Irori, Torag, Zon-
8th level, and an additional time per day for every four levels
Granted Powers: You follow a strict and ordered code of laws, 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—
Touch of Law (Sp): You can touch a willing creature as a swift
blasphemy, 8th—unholy aura, 9th—summon monster IX (evil
action, infusing it with the power of divine order. For 1 round, it
will treat all attack rolls and saving throws as if the natural d20 roll resulted in a 8. If the creature is of lawfull alignment it can
instead treat it's attacks rolls and saving throws as if it where a
Deity: Asmodeus, Sarenrae.
natural 12. You can use this ability three times per day. Granted Powers: You can call forth f ire, command creatures of the inferno, and your flesh does not burn. Staff of Order (Su): At 8th level, you can give a weapon touched the axiomatic special weapon quality for a number of rounds
Fire Bolt (Sp): As a standard action, you can unleash a scorching
equal to 1/2 your cleric level. You can use this ability once per
bolt of divine fire from your outstretched hand. You can target
day at 8th level, and an additional time per day for every four
any single foe within 30 feet as a ranged touch attack with this
bolt of fire. If you hit the foe, the fire bolt deals 1d6 points of fire
Domain Spells: 1st—protection from chaos, 2nd—align
damage + 1 per cleric level you possess. You can use this ability
weapon (law only), 3rd—magic circle against chaos, 4th—
a number of times per day equal to 3 + your Wisdom modifier.
order’s wrath, 5th—dispel chaos, 6th—forbiddance, 7th—dictum, 8th— shield of law, 9th—summon monster IX (law spell
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 f lame, Deity: Desna.
3rd—fireball, 4th—wall of fire, 5th—fire shield, 6th—fireGranted Powers: You are a spirit of freedom and a staunch foe seeds, 7th—elemental body IV (fire only), 8th—incendiary
against all who would enslave and oppress.
cloud, 9th—elemental swarm (fire spell only). Liberation (Su): You have the ability to ignore impediments to
your mobility. Three times per day, as a free action you can cause yourself to be affected by Freedom of Movement for a single
Dispelling Touch (Sp): At 6th level, you can imbue a melee
weapon you touch as a swift action with the power to dispel magic. If the weapon hits a creature within 1 round it counts as if
Freedom’s Call (Su): At 6th level, you can use a move action to
you had cast a targeted Dispel Magic on the creature. You can use
allow all your allies within 20ft to immedeatly make a saving
this ability once per day at 6th level and one additional time per
throw against one spell they are currently affected by, or one
day for every 4 cleric levels beyond 6th.
condition they suffer from. The saving throw type and DC is the
Domain Spells: 1st—magic weapon, 2nd—magic mouth, 3rd—
same as the original spell or condition. If the spell or condition
dispel magic, 4th—imbue with spell ability, 5th—spell
did not allow a saving throw, this ability has no effect on that
resistance, 6th—greater dispell magic,7th—spell turning, 8th—
spell or condition. You can use this ability once per day at 6th
protection from spells, 9th—mage’s disjunction.
level and one additional time per day for every six cleric levels beyond 6th. Domain Spells: 1st—remove fear, 2nd—remove paralysis, Deities: Erastil, Gozreh.
3rd—remove curse, 4th—freedom of movement, 5th—breakGranted Powers: You find solace in the green, can grow enchantment, 6th—greater dispel magic, 7th—refuge, 8th—
defensive thorns, and can communicate with plants. mind blank, 9th—freedom. Enlarge (Su): As a swift action you can enlarge yourself,
as if you were the target of the enlarge person spell. You can use
Deities: Calistria, Desna, Shelyn. Granted Powers: You are infused with luck, and your mere presence can spread good fortune. Bramble Armor (Su): At 6th level, you can cause a host ofwooden thorns to burst from your skin as a free action. Bit of Luck (Sp): You can touch a willing creature as a standard
While bramble armor is in effect, any foe striking you
action, giving it a bit of luck. For the next round, any time the
in melee takes 1d6 points of piercing damage + 1 point per
target rolls a d20, he may roll twice and take the more favorable
two cleric levels you possess. You can use this ability for
result. You can use this ability a number of times per day equal to
a number of rounds per day equal to your cleric level.
These rounds do not need to be consecutive. Domain Spells: 1st—entangle, 2nd—barkskin, 3rd—plant Good Fortune (Ex): At 6th level, you can reroll any one roll that
growth, 4th—command plants, 5th—wall of thorns, 6th—repel
you have just made You must take the result of the reroll, even if
wood, 7th—animate plants, 8th—control plants, 9th—shambler.
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 four
Deities: Abadar, Nethys, Shelyn, Torag. Domain Spells: 1st—true strike, 2nd—undetectable alignment, Granted Powers: Your faith is your greatest source of
3rd— protection from energy, 4th—freedom of movement, 5th—
protection, and you can use that faith to defend others.
break enchantment, 6th—mislead, 7th—spell turning, 8th—moment of prescience, 9th—miracle. Resistant (Su): You receive a +1 resistance bonus on saving throws. This bonus increases by 1 for every 5 cleric levels you
Deity: Lamashtu. Granted Powers: You embrace the madness that lurks deep in Aura of Protection (Su): At 8th level, you can emit a 30-foot
your heart, and can unleash it to drive your foes insane or to
aura of protection for a number of rounds per day equal
sacrifice certain abilities to hone others.
to your cleric level. You and your allies within this auragain a +1 deflection bonus to AC and resistance 5 against
Insane Focus (Su): You can touch a willing creature as a Move
all elements (acid, cold, electricity, fire, and sonic). The
action, granting it a +2 bonus on all saving throws made against
def lection bonus increases by +1 for every four cleric levels
mind-affecting effects as well as immunity to confusion. This
you possess beyond 8th. At 14th level, the resistance against
bonus lasts for 1 minute. If the creature fails a saving throw
all elements increases to 10. These rounds do not need to
against a mindaffecting effect during this period, it loses its
immunity to confusion and is immediately confused for one
Domain Spells: 1st—sanctuary, 2nd—shield other, 3rd—
round. You can use this ability a number of times per day equal
protection from energy, 4th—spell immunity, 5th—spell resistance, 6th—antimagic field, 7th—repulsion, 8th—mind blank, 9th— prismatic sphere. Aura of Madness (Sp): At 8th level, you can use a swift action to emit a 30-foot aura of madness around you. Enemies within this
aura are affected by confusion for 1d4+1 rounds, unless they
Deities: Cayden Cailean, Gorum, Irori, Lamashtu, Urgathoa.
make a Will save (DC = 10 + 1/2 your cleric level + your
Granted Powers: In strength and brawn there is truth —
Wisdom modifier). You can use this ability once per day at 8th
your faith gives you incredible might and power.
level and one additional time per day for every 4 cleric levels beyond 8th. Strength Surge (Sp): As a standard action, you can touch a
Domain Spells: 1st—lesser confusion, 2nd—oppressive
creature to give it great strength. For 2 rounds, the target
boredom, 3rd—rage, 4th—confusion, 5th—nightmare, 6th—
gains a +4 sacred bonus to strength. You can use this ability 3
phantasmal killer, 7th—insanity, 8th—scintillating pattern, 9th—
Might of the Gods (Su): At 8th level, three times per day as a
swift action, you can add your cleric level as an enhancement
Deities: Asmodeus, Nethys, Urgathoa.
bonus to your Strength score for one round. Granted Powers: You are a true student of all things Domain Spells: 1st—enlarge person, 2nd—bull’s strength,
mystical, and see divinity in the purity of magic.
3rd—magic vestment, 4th—spell immunity, 5th—righteousmight, 6th—stoneskin, 7th—grasping hand, 8th—clenched fist,Hand of the Acolyte (Ex): You gain the Arcane Aptitude feat as a
Sieze the initiative (Su): At 6th level you can, as a free action
Deities: Iomedae, Sarenrae.
when rolling for initiative, allow yourself and you allies to roll
Granted Powers: You see truth in the burning light of the sun,
twice and use the better result for that initiative.You can use this
and can call upon its blessing or wrath to work great deeds.
ability once per day at 6th level and one additional time per day for every 4 cleric levels beyond 6th. Searing Sun (Sp): Flames brighter than any torch appear in your open hand. The flames harm neither you nor your
Domain Spells: 1st—magic weapon, 2nd—spiritual
equipment, and lasts for 30 minuttes. In addition to providing
weapon, 3rd—magic vestment, 4th—divine power, 5th—f lame
illumination, the flames can be hurled at an enemy within
strike, 6th—blade barrier, 7th—power word blind, 8th—power
120ft. You can make a ranged touch attack, dealing fire
word stun, 9th—power word kill.
damage equal to 1d6 + 1 point per cleric level. If you throw the flames, they go out after the attack has been resolved. You can
use this ability a number of times per day equal to 1 + your
Deities: Gozreh, Pharasma. Granted Powers: You can manipulate water and mist and ice, conjure creatures of water, and resist cold. Nimbus of Light (Sp): At 8th level, you can emit a blinding blinding nimbus if light in a 30-foot burst around you. All
Icicle (Sp): As a standard action, you can fire an icicle from your
enemies in the area must make a fortitude save ((DC = 10 + 1/2
finger, targeting any foe within 30 feet as a ranged touch attack.
your cleric level + your Wisdom modifier) or become blinded for
The icicle deals 1d6 points of cold damage + 1 per cleric level
1d4+1 round. This also acts as a daylight spell for the duration.
you possess. You can use this ability a number of times per day
You can use this ability once per day at 8th level and one
additional time per day for every 4 cleric levels beyond 8th. Domain Spells: 1st—endure elements, 2nd—flaming sphere, Cold Resistance (Ex): At 6th level, you gain resist cold 10.
3rd—searing light, 4th—fire shield, 5th—f lame strike, 6th—fire
This resistance increases to 20 at 12th level. At 20th level,
seeds, 7th—sunbeam, 8th—sunburst, 9th—prismatic sphere.
you gain immunity to cold. Domain Spells: 1st—obscuring mist, 2nd—fog cloud, 3rd— frigid touch, 4th—wall of ice, 5th—ice storm, 6th—coneDeities: Abadar, Cayden Cailean, Desna. of cold, 7th—elemental body IV (water only), 8th—horridGranted Powers: You are an explorer and find enlightenment in wilting, 9th—elemental swarm (water spell only).
the simple joy of travel, be it by foot or conveyance or magic.
Agile Feet (Su): Your base speed increases by 10 ft, and once per day as a free action, you can ignore all difficult terrain for 1 round. 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. Domain Spells: 1st—longstrider, 2nd—spider climb, 3rd—slow , 4th—dimension door, 5th—teleport, 6th—word of recall, 7th—greater teleport, 8th—phase door, 9th—freedom.
Trickery Domain Deities: Asmodeus, Calistria, Lamashtu, Norgorber. Granted Powers: You are a master of illusions and deceptions. Copycat (Sp): You can create an illusory double of yourself as a swift 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 5 times per day. Sudden Shift (Su): In the blink of an eye, you can appear somewhere else. As an immediate action, after you are missed by a melee attack, you can teleport up to 10 feet to a space that you can see. You can use this power once per day at level 8, and one additional time per day for every four cleric levels beyond 8th. Domain Spells: 1st—disguise self, 2nd—invisibility, 3rd— major image, 4th—confusion, 5th—phantasmal web, 6th— mislead, 7th—permanent image, 8th—mass invisibility, 9th— time stop.
War Domain Deities: Gorum, Iomedae, Rovagug, Urgathoa. Granted Powers: War, war never changes. Trained for battle (Ex): You gain the Heavy Armor Proficiency as
Exercise and stretch regularly while seated inflight comfort SEATED EXERCISES LONG-DISTANCE FLYING can be demanding, as your body deals with different time zones and disruptions tonormal sleeping, eating and exercise patterns. Altitudemay make your body more sensitive to the effects of alco-hol and caffeine. Sitting in one place for a long time canbe uncomfortabl
Atenção estudantes do curso de graduação em Medicina Veterinária que tenham interesse em se candidatar ao Programa Emerging Leaders in the Americas, para mobilidade de 04 meses na Universidade de Saskatchewan (U of S), Canada. A chamada ao programa 2014-2015 ainda não está aberta. O objetivo desta pre-inscrição é planejar o processo de candidatura, de modo que os/as interessados(as) sej