Protection Sphere

Your faith is your greatest source of protection, and you can use that faith to defend others.

Granted Powers: You gain Protective Channel as a bonus feat, even if you do not meet the prerequisites. In addition, you receive a +1 resistance bonus on saving throws. This bonus increases by 1 for every 5 levels you possess.

Sphere Powers: You can select your sphere powers from the powers and revelations granted by the following sources.
  • Domain/Subdomain: Protection/Defense, Fortifications, Purity, Solitude
  • Blessing: Protection
  • Inquisition: Tactics
  • Mystery: Metal (armor mastery, dance of blades, iron constitution, and ironskin revelations only), Stone (steelbreaker skin revelation only)

You can also choose one of the following sphere powers.
  • Divine Shield (Su): You can call upon the power of your deity to form a shield around you that blocks incoming attacks and grants you a +4 armor bonus. At 7th level, and every four levels thereafter, this bonus increases by +2. At 13th level, this shield causes arrows, rays, and other ranged attacks requiring an attack roll against you to have a 50% miss chance. You can use this shield for 10 minutes per vicar level. Using this ability expends one use of your divine reservoir.
  • Protective Aura (Su): You can emit a 30-foot protective aura as a standard action. Allies in this aura receive a +2 deflection bonus to AC and a +2 resistance bonus on all saving throws. In addition, allies in the area gain the benefits of protection from evil (or similar spell appropriate to your alignment; although the AC bonus and saving throw bonus do not stack with those granted by this effect). You can use this ability for a number of rounds equal to 3 + your Wisdom modifier. You must be at least 7th level to select this power. Using this ability expends one use of your divine reservoir.
  • Protective Ward (Su): As a standard action, you can create a 10-foot-radius field of protective magic centered on you that lasts for a number of rounds equal to 3 + your Wisdom modifier. All allies in this area (including you) receive a +1 deflection bonus to their Armor Class. This bonus increases by +1 for every five vicar levels you possess. Using this ability expends one use of your divine reservoir.

Divine Eminence (Sp): You can cast armor of the divine once per week as your divine eminence ability.

Sphere Spells: You add the following spells to your spell list, at the indicated spell levels.
  • 0th—purify food and drink, resistance
  • 1st—cloak of shade, endure elements, hide from undead, ice armor, ironbeard, protection from chaos/evil/good/law, sanctuary, shield, shield of faith
  • 2nd—barkskin, defending bone, defensive shock, instant armor, endure elements (communal), gird ally, protection from chaos/evil/good/law (communal), resist energy, shield of fortification, shield other, silence
  • 3rd—protection from energy, remove blindness/deafness, resist energy (communal), wrathful mantle
  • 4th—antiplant shell, command plants, detect scrying, healing warmth, persistent vigor, planar adaptation, protection from energy (communal), resilient sphere, shield of fortification (greater), spell immunity
  • 5th—atonement, blessing of the salamander, dispel balance, dispel chaos/evil/good/law, fire shield, king’s castle, life bubble, mirage arcana, spell immunity (communal), spell resistance, undeath ward
  • 6th—antimagic field, forbiddance, planar adaptation (mass)
  • 7th—circle of clarity, deflection, repulsion, submerge ship,
  • 8th—counterbalancing aura, mind blank, protection from spells, spell immunity (greater)
  • 9th—create demiplane (greater), mind blank (communal), prismatic sphere, spell immunity (greater, communal)