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Special Abilities
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Alignment Channel (Evil) Channel Energy heals or harms outsiders of the chosen alignment.
Augment Summoning Summoned creatures have +4 to Strength and Constitution.
Aura of Heroism (15 rounds/day) (Su) 30'r aura grants Heroism
Bravery/Valor Variant Channeling (+4 Sacred) Additional save vs. fear/AC bonus, or standard channel
Call Heralds (+4 concentration) (Su) Concentration bonus to summon monster spells.
Cleric (Herald Caller) Domain (Heroism)
Cleric Channel Positive Energy 8d6 (6/day, DC 22) (Su) Positive energy heals the living and harms the undead; negative has the reverse effect.
Combat Casting +4 to Concentration checks to cast while on the defensive.
Dispel Focus +2 CL when you attempt a dispel check.
Divine Heralds (Su) Summon creatures appropriate to deity.
Hero Points Hero Points can be spent at any time to grant a variety of bonuses.
Quick Channel Channel energy faster by expending more uses
Sacred Summons Summon monsters whose alignment subtype matches yours as a standard action
Selective Channeling Exclude targets from the area of your Channel Energy.
Summon Good Monster You can summon from a special list, who gain Diehard as a bonus feat.
Summon Guardian Spirit Summoned monster/nature's ally attuned to guardian spirit.
Superior Summoning When summoning more than one creature, summon an extra one
Touch of Glory +15 (6/day) (Sp) Grant +15 to a CHA-based skill or ability check.