Domains: Knowledge, Healing
Channel Energy: 6d6 (Damage living creatures, Negative, 30 ft.) DC 19 WILL halves damage.
Spells
level 0: Bleed, Detect Magic, Read Magic, Guidance
level 1: Command, Detect Undead, Divine Favor, Obscuring Mist, Protection from Good
level 2: Bear's Endurance, Bear's Strength, Darkness, Death Knell, Zone of Truth
level 3: Animate Dead, Bestow Curse, Contagion, Deeper Darkness, Wind Wall
level 4: Air Walk, Imbue with Spell Ability, Sending, Greater Magic Weapon
level 5: Atonement, Unhallow, Slay Living
level 6: Mass Inflict Moderate Wounds, Planar Ally
Domain Spells and Abilities
Healing Domain:
Spells
1st - Cure Light Wounds
2nd - Cure Moderate Wounds
3rd - Cure Serious Wounds
4th - Cure Critical Wounds
5th - Breath of Life
6th - Heal
7th - Regenerate
8th - Mass Cure Critical Wounds
9th - Mass Heal
Abilities
Rebuke Death - 1d4 +6, heal targets below 0 HP, 7 times a day
Healer's Blessing - Cure spells act as if empowered, raising healed damage by 50%
Knowledge Domain:
Spells
1st - Comprehend languages
2nd - Detect Thoughts
3rd - Speak with dead
4th - Divination
5th - True Seeing
6th - Find the Path
7th - Legend Lore
8th - Discern Location
9th - Foresight
Abilities
All knowledge skills are class skills.
Lore Keeper - With successful TA make a knowledge check of 31 to figure weaknesses and abilities.
Remot Viewing - You can use clairvoyance/clairaudience using cleric level as cast level. Can use for 12 rounds.