Infiltration Domain
Clerics that have Trickery as one of their deity’s domains can instead chose the new Infiltration domain. The following new domain complements the Sect Infiltrator multiclass archetype.
Granted Powers: You are a master of infiltrating enemy sects and using unorthodox approaches to fulfill the edicts of your own faith.
Bluff, Disable Device, and Sleight of Hand are class skills.
Hand of the Deity: You add mage hand to your list of orisons.
Master of Deception (Su): You can deceive truth-detecting magic. Whenever a creature uses this sort of magic against you, you must succeed on a caster level check against a DC of 15 + your cleric level to succeed (as if she were under the effect of a glibness spell); failure means the magic doesn’t detect your lies or forces you to speak only the truth. This ability does not give you the glibness spell’s bonus on Bluff checks. This ability can be used as an immediate action. You can use this power a number of times each day equal to 3 + your Wisdom modifier.
Ranged Legerdemain (Su): At 8th level, you can use Disable Device and Sleight of Hand at a range of 30 feet. Working at a distance increases the normal skill check DC by 5, and you cannot take 10 on this check. Any object to be manipulated must weigh 5 pounds or less. You can only use this ability if you have at least 1 rank in the skill being used.
Domain Spells: 1st—disguise self, 2nd—undetectable alignment, 3rd—nondetection, 4th—geas (lesser), 5th—reprobation, 6th—legend lore, 7th—project image, 8th—euphoric tranquility, 9th—dominate monster.