Clerics that have Drow blood (either full or half-blood) can instead choose the new Drow domain.
Granted Powers: You have the blood of the drow running through your veins. Bluff, Perception, and Stealth are class skills.
Touch of Darkness (Sp): As a melee touch attack, you can cause a creature’s vision to be fraught with shadows and darkness. The creature touched treats all other creatures as if they had concealment, suffering a 20% miss chance on all attack rolls. This effect lasts for a number of rounds equal to 1/2 your cleric level (minimum 1). You can use this ability a number of times per day equal to 3 + your Wisdom modifier.
Tunnel Runner (Su): At 8th level, you can move through tunnels and caves with ease. Activating this ability is a standard action. You can move across any stone surface as if under the effects of spider climb. You can also see very well in darkness, gaining darkvision out to a range of 60 feet. If you already possess darkvision, extend the range by 60 feet. While underground, you also gain an insight bonus equal to your cleric level on Stealth skill checks and an insight bonus equal to your Wisdom modifier on initiative checks. You can use this ability for 1 minute per day per cleric level you possess. These minutes do not need to be consecutive, but they must be spent in 1-minute increments.
Domain Spells: 1st—murderous command, 2nd—align weapon (evil only), 3rd—deeper darkness, 4th—poison, 5th—wall of darkness (greater), 6th—creeping doom, 7th—umbral strike, 8th—unholy aura, 9th—dominate monster.