Good Sphere
You have pledged your life and soul to goodness and purity.
Granted Powers: You gain Alignment Channel as a bonus feat, even if you do not meet the
prerequisites. In addition, you add Fly (Dex), Intimidate (Cha), and Knowledge (nobility) (Int) 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: Good/Agathion, Archon, Azata, Friendship, Redemption
Blessing: Good
Inquisition: Redemption
Mystery: Godclaw (might of the godclaw revelation only), Heavens (lure of the heavens revelation only)
You can also choose one of the following sphere powers.
Celestial Resistances (Ex): You gain resist acid 5 and resist cold 5. At 9th level, these resistances increase to 10.
Heavenly Fire (Sp): You can unleash a ray of heavenly fire as a standard action, targeting any foe within 30 feet as a ranged touch attack. Against evil creatures, this ray deals 1d4 points of damage + 1 for every two vicar levels you possess. This damage is divine and not subject to energy resistance or immunity. This ray heals good creatures of 1d4 points of damage + 1 for every two vicar levels you possess. A good creature cannot benefit from your heavenly fire more than once per day. Neutral creatures are neither harmed nor healed by this effect. Using this ability expends one use of your divine reservoir.
Divine Eminence (Sp): You can cast planar army (good spell only) 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—disrupt undead, virtue
1st—bless water, blessed fist, compel hostility, detect evil, detect undead, diagnose disease, divine favor, expeditious retreat, karmic blessing, protection from evil, sanctify corpse, shield of faith, touch of truthtelling, weapons against evil
2nd—align weapon (good only), angelic aspect (lesser), blinding ray, burst of radiance, consecrate, cure moderate wounds, divine arrow, holy ice weapon, imbue with aura, martyr’s bargain, protection from evil (communal), sacred space, shield other, spear of purity, touch of mercy, veil of positive energy
3rd—accept affliction, align weapon (communal; good only), archon’s aura, charitable impulse, cure serious wounds, divine illumination, fly, life shield, light lance, magic circle against evil, prayer, sacred bond, tongues, wake of light
4th—ardor’s onslaught, crusader’s edge, cure critical wounds, forced repentance, guardian of faith, holy smite, planar ally (lesser; good creatures only), shield of dawn,
5th—angelic aspect, atonement, blaze of glory, burst of glory, cleanse, cure light wounds (mass), dispel evil, disrupting weapon, hallow, holy ice, hymn of mercy, planar binding (lesser; good creatures only), planeslayer’s call, sanctify weapon, smite abomination, telepathic bond, tongues (communal)
6th—blade barrier, chains of light, cure moderate wounds (mass), eagle aerie, eaglesoul, heal, joyful rapture, planar ally (good creatures only), planar binding (good creatures only), undeath to death
7th—archon’s trumpet, bestow grace of the champion, cure serious wounds (mass), holy sword, holy word, hymn of peace
8th—angelic aspect (greater), cure critical wounds (mass), divine vessel, holy aura, planar ally (greater; good creatures only), planar binding (greater; good creatures only),
9th—heal (mass), summon monster IX (good creatures only)