Luck Domain
Granted Powers: You are infused with luck, and your mere presence can spread good fortune.
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, you can reroll any one 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 Spells: 1st—true strike, 2nd—aid, 3rd—protection from energy, 4th—freedom of movement, 5th—break enchantment, 6th—mislead, 7th—spell turning, 8th—moment of prescience, 9th—miracle.
Travel Domain
Granted Powers: You are an explorer and find enlightenment in the simple joy of travel, be it by foot or conveyance or magic. Increase your base speed by 10 feet.
Agile Feet (Su): As a free action, you can gain increased mobility for 1 round. For the next round, you ignore all difficult terrain and do not take any penalties for moving through it. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.
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.
+2 Dexterity, +2 Intelligence, –2 Constitution
Medium
Speed of 30 feet(+10 for Travel domain).
Low-Light Vision
Immune to magic sleep effects and get a +2 racial saving throw bonus against enchantment spells and effects.
+2 racial bonus on caster level checks made to overcome spell resistance.
+2 racial bonus on Spellcraft skill checks made to identify the properties of magic items.
+2 racial bonus on Perception skill checks.
proficient with longbows, composite longbows, longswords, rapiers, shortbows, composite shortbows, and treat any weapon with the word “elven” in its name as a martial weapon.
Description/Background:Gustin grew up with a father who was constantly out adventuring and a mother who Stayed home to raise him and help wherever she could around the city. Because of this, Gustin was often in the church of Desna, where her mother cared for injured travelers and adventurers hoping that someone esle would do the same for her husband. His father's successful adventures meant that his family was wealthy, but the wealth was often given to charities. Still, Gustin's parents knew the value of a good education, and enrolled him into many schools and paid many mentors. Gustin never really liked any of the schools but he did it because of his admiration for his father. Now he feels that he is ready to follow in his fathers footsteps as a sucessful adventurer.