Strength Sphere

In strength and brawn there is truth—your faith gives you incredible might and power.

Granted Powers: You gain Forceful Channel as a bonus feat, even if you do not meet the prerequisites. In addition, you add Climb (Str), Intimidate (Cha), and Swim (Str) to your list of class skills.

Sphere Powers: You can select your sphere powers from the powers and revelations granted by the following sources.
  • Domain/Subdomain: Strength/Competition, Ferocity, Fist, Resolve, Self-Realization
  • Blessing: Strength
  • Inquisition: Tactics, Valor
  • Mystery: Battle (battlecry, iron skin, and resiliency revelations only), Metal (armor mastery, iron constitution, and iron skin revelations only), Stone (clobbering strike, rock throwing, and steelbreaker skin revelations only)

You can also choose one of the following sphere power.
  • Greater Strength (Ex): At 9th level, you gain a +2 inherent bonus to your Strength. You can select this power again at 13th and 17th level. Each time you select this power, your gain an additional +2 enhancement bonus to your Strength, up to a maximum of +6 at 17th level. You must be at least 9th level to select this power.
  • Metal Fist (Su): As a swift action, you can turn your fists into metal for 1 round, allowing you to make unarmed strikes that deal 1d6 points of bludgeoning damage plus your Strength modifier. These unarmed strikes do not provoke attacks of opportunity, but attacking with both uses the two-weapon fighting rules as normal. In addition, these unarmed strikes ignore the hardness of items with a hardness of 10 or less. Using this ability expends one use of your divine reservoir.
  • Power of Giants (Sp): Once per day, you may grow to Large size as a standard action. At this size you gain a +6 size bonus to Strength, a –2 penalty to Dexterity, a +4 size bonus to Constitution, and a +4 natural armor bonus. You may return to your normal size as a standard action. You may remain in this size for a number of minutes equal to 3 + your Wisdom modifier. You can use this ability once per day at 11th level, plus an additional time per day every four levels beyond 11th. You must be at least 11th level to select this power. Using this ability expends one use of your divine reservoir.

Divine Eminence (Sp): You can cast might of the giant king 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—guidance
  • 1st—ant haul, bless, blessed fist, compel hostility, enlarge person, jump, magic fang, true strike
  • 2nd—amplify stench, ant haul (communal), aspect of the bear, blessings of luck and resolve, boiling blood, bull’s strength, kinetic reverberation
  • 3rd—ape walk, badger’s ferocity, battering blast, blood scent, deadly juggernaut, magic fang (greater), vestment, rage
  • 4th—blood crow strike, enlarge person (mass), force punch, forceful strike, spell immunity, strong jaw, symbol of revelation
  • 5th—righteous might
  • 6th—blessings of luck and resolve (mass), bull’s strength (mass), forceful hand, heroes’ feast, stoneskin
  • 7th—giant form I, grasping hand, transformation
  • 8th—clenched fist, spell immunity (greater)
  • 9th—crushing hand, spell immunity (greater, communal)