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)