Cleric Channel Positive Energy 1d6 (5/day, 0 left) (DC 14) (Su) Positive energy heals the living and harms the undead; negative has the reverse effect.
Alignment Channel (Evil) Channel Energy heals or harms outsiders of the chosen alignment.
Energy Resistance: Acid, Cold, and Electricity (5) You have the specified Damage Resistance against Acid, Cold, or Electricity attacks.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Demonic Knowledge +1 (Ex) Gain +1 bonus on Knowledge (planes) checks regarding demons and can make these Knowledge checks untrained.
Divine Warrior +1 melee weapon damage when you cast a divine spell that affects weapons.
Spontaneous Casting The Cleric can convert stored spells into Cure spells.
Touch of Glory (6/day) (Sp) Grant +1 to a CHA-based skill or ability check.
Cold Weather Outfit +5 Fort save vs. cold weather.
Hot Weather Outfit +2 Fort vs. Hot Weather (does not stack with Survival skill's bonuses)
Weapon cord Attached weapon can be recovered as a swift action.
Domain:
Glory (Heroism)
Granted Powers: You are infused with the glory of the divine, and are a true foe of the undead. In addition, when you channel positive energy to harm undead creatures, the save DC to halve the damage is increased by 2.
Touch of Glory (Sp): You can cause your hand to shimmer with divine radiance, allowing you to touch a creature as a standard action and give it a bonus equal to your cleric level on a single Charisma-based skill check or Charisma ability check. This ability lasts for 1 hour or until the creature touched elects to apply the bonus to a roll. You can use this ability to grant the bonus a number of times per day equal to 3 + your Wisdom modifier.
Aura of Heroism (Su): At 8th level, you can emit a 30-foot aura of heroism for a number of rounds per day equal to your cleric level. Using this ability is a swift action. Allies in the area are treated as if they were under the effects of Heroism. These rounds do not need to be consecutive.