Charm
Deities: Calistria, Cayden Cailean, Norgorber, Shelyn.
Granted Powers: You can baff le and befuddle foes with a
touch or a smile, and your beauty and grace are divine.
Dazing Touch (Sp): You can cause a living creature
to become dazed for 1 round as a melee touch attack.
Creatures with more Hit Dice than your cleric level are
unaffected. You can use this ability a number of times per
day equal to 3 + your Wisdom modifier.
Charming Smile (Sp): At 8th level, you can cast charm
person as a swift action, with a DC of 10 + 1/2 your cleric
level + your Wisdom modifier. You can only have one
creature charmed in this way at a time. The total number
of rounds of this effect per day is equal to your cleric
level. The rounds do not need to be consecutive, and
you can dismiss the charm at any time as a free action.
Each attempt to use this ability consumes 1 round of its
duration, whether or not the creature succeeds on its save
to resist the effect.
Domain Spells: 1st—charm person, 2nd—calm emotions,
3rd—suggestion, 4th—heroism, 5th—charm monster, 6th—geas/
quest, 7th—insanity, 8th—demand, 9th—dominate monster.
Protection
Deities: Abadar, Nethys, Shelyn, Torag.
Granted Powers: Your faith is your greatest source of
protection, and you can use that faith to defend others. In
addition, you receive a +1 resistance bonus on saving throws.
This bonus increases by 1 for every 5 levels you possess.
Resistant Touch (Sp): As a standard action, you can touch
an ally to grant him your resistance bonus for 1 minute.
When you use this ability, you lose your resistance bonus
granted by the Protection domain for 1 minute. You can
use this ability a number of times per day equal to 3 +
your Wisdom modifier.
Aura of Protection (Su): At 8th level, you can emit a 30-foot
aura of protection for a number of rounds per day equal
to your cleric level. You and your allies within this aura
gain a +1 def lection bonus to AC and resistance 5 against
all elements (acid, cold, electricity, fire, and sonic). The
def lection bonus increases by +1 for every four cleric levels
you possess beyond 8th. At 14th level, the resistance against
all elements increases to 10. These rounds do not need to
be consecutive.
Domain Spells: 1st—sanctuary, 2nd—shield other, 3rd—
protection from energy, 4th—spell immunity, 5th—spell resistance,
6th—antimagic field,