Liberation Sphere
You are a spirit of freedom and a staunch foe against all who would enslave and oppress.
Alternative Channel Energy: Beginning at 3rd level, whenever you use your normal channel energy
ability to heal, the targets are subject to a feather step spell.
In addition, you can use your alternative channel energy to create certain spell-like effects. At 5th level, you can expend one use of your divine reservoir to cast the sanctuary spell. At 9th level, you can expend two uses of your divine reservoir to cast the freedom of movement spell. At 13th level, you can expend three uses of your divine reservoir to cast the break enchantment spell. Only one spell-like effect can be active at a time, and each effect lasts for 1 round per level.
Granted Powers: You gain Liberation Channel as a bonus feat, even if you do not meet the
prerequisites. In addition, you add Acrobatics (Dex), Bluff (Cha), and Escape Artist (Dex) 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: Liberation/Freedom, Revolution, Self-Realization
Blessing: Liberation
Inquisition: Reformation
Mystery: Battle (battlefield clarity revelation only), Occult (spirit walk and sure soul revelations only), Spellscar (magic penetration, mystic null, and spell resistance revelations only)
You can also choose one of the following sphere powers.
Charm of Wisdom (Ex): You use your Wisdom modifier instead of your Charisma modifier when making Bluff, Diplomacy, and Intimidate checks.
Fearless (Su): You become immune to fear. You must be at least 7th level to select this power.
Fervent Action (Ex): Once per day as a swift action, you can make a single melee attack at your highest attack bonus, move up to your speed, or cast a prepared vicar spell (of a spell level up to one lower than the highest level spell you can cast) as per Quickened Spell. You must be at least 7th level to select this power. Using this ability expends one use of your divine reservoir.
Liberty’s Step (Su): You can move while barely touching the surface underneath you. As a full-round action, you can move up to twice your speed, ignoring difficult terrain. While moving in this way, any surface will support you, no matter how much you weigh. This allows you to move across water, lava, or even the thinnest tree branches. You must end your move on a surface that can support her normally. You cannot move across air in this way, nor can you walk up walls or other vertical surfaces. When moving in this way, you do not take damage from surfaces or hazards that react to being touched, such as lava or caltrops, nor does she need to make Acrobatics checks to avoid falling on slippery or rough surfaces. Finally, when using this ability, you ignore any mechanical traps that use a location-based trigger. Using this ability expends one use of your divine reservoir.
Touch of Resolve (Sp): You may use remove fear on a single creature. Using this ability expends one use of your divine reservoir.
Divine Eminence (Sp): You can cast freedom’s cry 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—resistance
1st—feather step, liberating command, remove fear, remove sickness, sanctuary
2nd—enthrall, escaping ward, remove paralysis
3rd—aura of inviolate ownership, dispel magic, feather step (mass), obscure object, remove curse
4th—freedom of movement, true form
5th—break enchantment, passwall, plane shift, threefold aspect
6th—dispel magic (greater), joyful rapture, symbol of persuasion
7th—refuge
8th—mind blank
9th—freedom, mind blank (communal)