Weapon and Armor Proficiency: Clerics are proficient with all simple weapons, light armor, medium armor, and shields (except tower shields). Clerics are also proficient with the favored weapon of their deity. A divine can select Greater Weapon Focus, Weapon Specialization, and Greater Weapon Specialization as feats once she qualifies for them normally (although she does not have to fulfill the prerequisite of having fighter levels in order to select these feats).
Aura (Ex): A cleric of a chaotic, evil, good, or lawful deity has a particularly powerful aura corresponding to the deity's alignment (see the detect evil spell for details).
Channel Energy (Su): [dice=Channel Energy]3d6[/dice], 6/day
A good cleric (or one who worships a good deity) channels positive energy and can choose to deal damage to undead creatures or to heal living creatures. Channeling energy causes a burst that affects all creatures of one type (either undead or living) in a 30-foot radius centered on the cleric. Creatures that take damage from channeled energy receive a Will save to halve the damage. The DC of this save is equal to 10 + 1/2 the cleric's level + the cleric's Charisma modifier. A cleric may channel energy a number of times per day equal to 3 + her Charisma modifier. This is a standard action that does not provoke an attack of opportunity. A cleric can choose whether or not to include herself in this effect. A cleric must be able to present her holy symbol to use this ability.
Opposition Alignment (Ex): Law
A divine scion gains a +1 bonus on caster level checks made to overcome spell resistance of creatures with that alignment subtype.
Domains:
Domains: Liberation, Luck
Liberation (Su): You have the ability to ignore impediments to your mobility. For a number of rounds per day equal to your cleric level, you can move normally regardless of magical effects that impede movement, as if you were affected by freedom of movement. This effect occurs automatically as soon as it applies. These rounds do not need to be consecutive.
Freedom's Call (Su): At 8th level, you can emit a 30-foot aura of freedom for a number of rounds per day equal to your cleric level. Allies within this aura are not affected by the confused, grappled, frightened, panicked, paralyzed, pinned, or shaken conditions. This aura only suppresses these effects, and they return once a creature leaves the aura or when the aura ends, if applicable. These rounds do not need to be consecutive.
Bit of Luck (Sp): You can touch a willing creature as a standard action, giving it a bit of luck. For the next round, any time the target rolls a d20, he may roll twice and take the more favorable result. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.
Good Fortune (Ex): At 6th level, as an immediate action, you can reroll any one d20 roll that you have just made before the results of the roll are revealed. You must take the result of the reroll, even if 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 six cleric levels beyond 6th.
Domain Specialization (Su): Luck
At 3rd level, a divine scion selects a domain granted by her deity—this domain becomes the divine scion’s chosen specialization in representing her deity. Every time a divine scion casts a domain spell from her specialized domain, she heals damage equal to twice the spell’s level.
In addition, each domain specialization grants a spell-like ability (which functions at a caster level equal to the divine scion’s total character level) and a permanent sacred bonus on a single type of d20 roll.
Bonus human: Iron Will: +2 to Will saves
1st: Improved Initiative: +4 Initiative
1st: Additional Traits: Slippery
3rd: Weapon Focus (star knife): +1 to attack rolls
5th: Extra Channel: Channel 2 more times/day
7th: Spell Penetration: +2 bonus on caster level checks made to overcome a creature's spell resistance.
Trait: Shadow Child: When attacking targets in areas of dim light, you do not suffer the standard 20% miss chance on attack rolls for being in the poorly lit area.
Trait: Slippery: +1 Stealth
Trait: Convincing Liar: +1 Bluff
Trait: Charming: You gain a +1 trait bonus when you use Bluff or Diplomacy on a character that is (or could be) sexually attracted to you, and a +1 trait bonus to the save DC of any language-dependent spell you cast on such characters or creatures.
* You gain a +1 trait bonus when you use Bluff or Diplomacy on a character that is (or could be) sexually attracted to you, and a +1 trait bonus to the save DC of any language-dependent spell you cast on such characters or creatures.
** No armor penalty to jump; +5 competence bonus to jump
Other class skills: Appraise (Int), Craft (Int), Fly (Dex), Perform (Cha)
Magical gear
* Wand of cure light wounds, 49 charges
* Headband of Fortune's Favor: The wearer gains a +1 luck bonus on saving throws. Any effect that gives the wearer a luck bonus (such as a divine favor or prayer spell) or explicitly increases the wearer's good luck (such as a witch's fortune hex, the Luck domain's bit of luck domain power, and so on) lasts for 1 round longer than normal on the wearer. Abilities without a time-based duration (such as carrying a stone of good luck) are unaffected by the headband. (7,700 gp)
* Boots of striding and springing (1 lb., 5,500 gp): +10 speed, +5 Acrobatics to jump
* Pyxes of Redirected Focus (1,000 gp)
* Wayfinder (1 lb., 500 gp)
* 2 potions of fly (1,500)
* 1 potion of invisibility (300 gp)
* 2 potions of vanish (100 gp)
Medium: Humans are Medium creatures and have no bonuses or penalties due to their size.
Normal Speed: Humans have a base speed of 30 feet.
Bonus Feat: Humans select one extra feat at 1st level.
Skilled: Humans gain an additional skill rank at first level and one additional rank whenever they gain a level.
Languages: Humans begin play speaking Common.
Stat increases: Dex, Dex
Favored class bonuses: Skill (5)
Cleric: Add a +1 bonus on caster level checks made to overcome the spell resistance of outsiders.