Aura (Ex) The Cleric has an aura corresponding to his deity's alignment.
Channel Negative Energy 2d6 (7/day) (DC 17) (Su) A good cleric can channel positive energy to heal the living and injure the undead; an evil cleric can channel negative energy to injure the living and heal the undead.
Channel Smite Channel energy can be delivered through a Smite attack.
Cleric Domain: Deception Associated Domain: Trickery: Bluff, Disguise, and Stealth are class skills.
Cleric Domain: Memory Associated Domain: Knowledge
Compass +2 circumstance for Survival or Knowledge (Dungeoneering) to avoid becoming lost.
Magical Knack: Cleric +2 CL for a specific class, to a max of your HD.
Map Maker's Kit +2 Circumstance for Survival to avoid becoming lost.
Misdirection (3/day) (Ex) Spend stealth points to gain a bonus to a Stealth check.
Recall (+3) (7/day) (Su) Touched creature can retry a failed knowledge check with a +3 bonus
Selective Channeling Exclude targets from the area of your Channel Energy.
Sneak Attack +1d6 +1d6 damage if you flank your target or your target is flat-footed.
Spontaneous Casting The Cleric can convert stored spells into Cure or Inflict spells.
Sudden Shift (7/day) (Su) As an immediate action after being missed by a melee attack, teleport up to 10' away, within the reach of the attacker.