Battle Domain

Clerics that have Glory or an alignment domain as one of their deity’s domains can instead chose the new Battle domain. The Battle domain complements the Battle Adept multiclass archetype.

Granted Powers: You are a trained in art of divine combat tactics that enhance your prowess in battle. In addition, you treat Intimidate, Knowledge (engineering), and Ride as class skills.

Divine Providence (Su): As a swift action, a cleric can surround himself with an aura of divine energy that protects him from enemy attacks. This divine aura grants him a +1 deflection bonus to his AC for a number of rounds equal to his Charisma modifier. This bonus increases to +2 at 5th level and an additional +1 every four levels thereafter, to a maximum of +5 at 17th level. Upon reaching 9th level, a cleric can transfer some or all of his divine providence bonus to allies within 10 feet, as a free action. The cleric may choose how to allocate his shield’s bonus at the start of his turn, whether to a single ally or multiple allies, but may not allocate more than his maximum bonus to a single ally. This effect lasts until the divine shield ends. A cleric can use this ability a number of times per day equal to 3 + his Charisma modifier.

Divine Wrath (Su): At 6th level, a cleric can channel divine energy to enhance his skill in battle. A cleric can expend one use of his channel energy to gain a damage bonus equal to his cleric level, for a number of rounds equal to his Charisma modifier. This damage is not multiplied on a confirmed critical. Also, if the target of a battle adept’s divine wrath has an alignment that is at least two steps from his own on the good/evil or lawful/chaotic axis, the bonus damage is doubled. For example, a lawful good battle adept would deal double his level in damage against any target with a chaotic or evil alignment. A neutral battle adept does not double his bonus damage, no matter the alignment of his target.

At 12th level, the cleric can expend two uses of his channel energy to use his level in place of his base attack bonus for any attacks rolls made against the target of his divine wrath, and for the purpose of determining the number of attacks he can make in a full attack action when using divine wrath.

At 18th level, the cleric may expend four uses of his channel energy to unleash a 30-foot burst of divine energy that deals an amount of damage equal to his channel energy damage. Any creature with an alignment that is at least two steps from the cleric’s (as above) that is caught in the burst receives double the cleric’s channel energy damage. Each target can make a Will save (DC 10 + the cleric’s level + the cleric’s Charisma modifier) for half damage.

Domain Spells: 1st—divine favor, 2nd—align weapon, 3rd—magic vestment, 4th—magic weapon (greater), 5th—righteous might, 6th—blade barrier, 7th—resonating word**, 8th—divine vessel*, 9th—power word kill. (*Advanced Player’s Guide, **Ultimate Magic)