TEXT: By Hal Maclean
  Frog God 
  Games
  
  2
  Lost Lore: Eminent Domains
  Author
  Hal Maclean
  Developer
  Marie Small
  Additional Development
  John Ling
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  Marie Small
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  Charles A. Wright
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  Charles A. Wright
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  Andrew DeFelice
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  Andrew DeFelice, Brian LeBlanc
  Credits
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  FROG GOD GAMES IS
  
  3
  Lost Lore: Eminent Domains
  Introduction
  Lava coils around my feet. I know the secret words that crack the 
  earth below and fill the sky above with rains of fire. I cast forth ash to 
  fill homes and towns. Animals flee from my wrath even before I speak 
  of it and their masters, if wise, follow.
  Yes, I am a priest of Great Pele, mother of fire. Since that day so 
  long ago when I bid my parents farewell at the steaming gates of the 
  temple I have offered up to her my body and soul. Yet at the heart 
  of my devotion lies, slumbering and rarely spoken aloud, one great 
  truth.
  Though my god stands immeasurably above me, we are both still 
  servants of earth and fire. And so, as my eyes dim and my legs grow 
  too frail to climb the mountainside, I offer this final devotion before 
  my strength fades.
  — Venerable Ahanahak gives one last insight 
  before leaping into the volcano
  Gods oversee the cosmos. They control the ebb and flow of the 
  seasons. They ensure that the risen moon gives way the morning sun. 
  They apportion all manner of mysteries, terrors, and wonders upon 
  mortals. Gods truly do govern the fundamentals of reality.
  But domains are those fundamentals. Air and Chaos. Earth and 
  Evil. Fire and Good. Law and Water.
  When clerics choose their domains they form connections with the 
  deepest and most powerful facets of existence. Whether something 
  primal like the elements or the very foundations of morality, it only 
  makes sense to offer them a chance to expand and enhance their bond. 
  This book gives clerics a host of new options tied to their domains.
  Rather than try to tackle all the domains at once, Eminent Domains: 
  Forces and Philosophies focuses on eight: the four elements and 
  the four alignments. Expect later books to consider other domains 
  organized around their own themes. In order to squeeze in as much 
  original content as possible, this book offers up new feats and new 
  spells, all expressly designed to work differently depending on which 
  domain a cleric calls upon when activating it. This makes it possible 
  to present the rules text a single time instead of repeating it in all 
  eight domain descriptions. As an added bonus, each section also has 
  a new alchemical item, a variation of holy or unholy water designed 
  to emphasize the particular flavor of its given domain.
  New Feats
  Doman Affinity
  Preparing a particular domain spell grants you a special power that 
  lasts until you actually cast that spell.
  Prerequisite: Ability to prepare domain spells.
  Benefit: Preparing one of your domain spells grants you an at-
  will spell-like ability that you instantly forfeit should you actually 
  cast that spell. You only gain this ability if you prepare the spell as 
  a domain spell. Treat this ability as if it is a spell equal to the level 
  of the spell required to activate it for the purposes of determining 
  the DC of saving throws and any similar concerns. If you apply 
  metamagic feats to the spell your GM may, if deemed logical and 
  consistent, allow you to also apply their effects to the ability. The 
  exact spell required and the ability gained varies with each domain.
  Special: You can gain this feat multiple times. Each time you do it 
  applies to a different domain.
  Domain Channel
  You can draw on the power of your domain when you channel 
  energy.
  Prerequisite: Channel energy class feature, domain class feature.
  Benefit: Each time you channel energy you can choose to 
  automatically modify it in a way related to your domain. In addition, 
  you can alter that use of channel energy even more by sacrificing 
  some of the dice you normally produce when channeling energy. 
  For instance, if you normally produce six dice worth of energy and 
  you choose to activate an ability that costs two dice you would 
  only produce four dice worth of energy with that use of channel 
  energy. Unless otherwise mentioned in the text you can stack these 
  effects together; however, you must always produce at least one 
  dice worth of energy when you channel. The exact abilities granted 
  by this feat vary with each domain. Unless otherwise mentioned 
  in the text, eligible creatures are subject to the effects of this feat 
  even if they’re not affected by that particular use of channel energy. 
  For instance, channeling positive energy to harm undead would 
  not prevent allies from benefiting, or living enemies suffering, any 
  additional effects produced by this feat. You can use any feat or 
  effect which allows you to exclude creatures from the effects of 
  your regular channel energy to also exclude creatures from the 
  effects produced by this feat.
  Special: You can gain this feat multiple times. Each time you 
  take this feat it applies to a different domain. You can only apply 
  the effects of one domain to any given use of channel energy.  
   
  Domain Loyalty
  You are rewarded when you prepare domain spells from just one 
  domain.
  Prerequisite: Domain class feature, access to more than one 
  domain, ability to prepare 3rd level domain spells.
  Benefit: Whenever you prepare domain spells from just one 
  domain you gain a special benefit until the next time you prepare 
  What about Subdomains?
  Clerics with subdomains should not feel left out! 
  Subdomains are, after all, extensions and variations of their 
  parent domain and not something wholly new and original. 
  At the discretion of the GM, and, in the case of the Domain 
  Affinity feat, so long as a subdomain actually includes the 
  required domain spell, clerics should treat a subdomain as if 
  equivalent to the domain from which it arose.
  Eminent Domains: 
  Forces and Philosophies
  
  4
  Lost Lore: Eminent Domains
  spells. You can cast these spells freely without any fear of losing 
  this ability. The exact ability granted by this feat varies with each 
  domain.
  Special: You can gain this feat multiple times. Each time you do 
  it applies to a different domain.
  New Spells
  Battle Benediction 
  School transmutation; Level cleric/oracle 3
  Casting Time 1 standard action
  Components V, S, DF
  Range touch
  Target creature touched
  Duration 1 round/level (D) plus see below
  Saving Throw yes (harmless); Spell Resistance yes 
  (harmless)
  You draw upon the power and basic nature of your 
  domain to grant the target special abilities. The exact 
  nature of these abilities varies with each domain. 
  However, recipients always gain one or more abilities 
  they can use freely and a single ability that, if activated, 
  brings the duration of the spell to a premature end. 
  Targets cannot benefit from more than one domain at 
  a time. Any saving throws, durations, or similar effects 
  required or produced by different versions of this spell 
  are based on you the caster and not the target.
  Borne For Battle 
  School transmutation; Level cleric/oracle 2
  Casting Time 1 standard action
  Components V, S, DF
  Range personal
  Target you
  Duration 1 round/level
  You establish a connection with one of your domains 
  that allows you to endow your favored weapon with a 
  special property when you use it. If this special property 
  would logically contradict or otherwise interfere with 
  an existing ability or the basic nature of the weapon 
  this spell has no effect. This includes not just magical 
  abilities but also its innate physical qualities (e.g. a 
  special property clearly intended for ranged weapons 
  when your favored weapon is a melee weapon). Since 
  the spell affects you and not the weapon, you are free 
  to use any example of your favored weapon and not 
  just the one you normally wield. The exact nature of 
  the special property varies with each domain, and you 
  can only draw upon one domain at any given time. If 
  the domain matches a spell descriptor such as Air or 
  Chaos, the spell gains that descriptor when cast for that 
  domain.
  Fast Favor 
   
  School transmutation; Level cleric 1
  Casting Time 1 swift action
  Components V
  Range personal
  Target you
  Duration see text
  You draw upon the power of your domain in order to 
  gain a very brief advantage or other sort of assistance. 
  The exact nature of this assistance varies with each 
  domain. Unless otherwise mentioned in the individual 
  descriptions assume that the duration of this advantage 
  lasts until used or the start of your next turn; whichever 
  happens first.
  Air
  Air is more than “just” wind and weather. We need it to survive 
  youngling. It keeps our lungs full and our hearts beating. Air is life. 
  Air is energy. It surrounds us. It sustains us. Air is the source of all 
  being.
  — Elder Graymir overheard chastising a novice
  New Feats
  Domain Affinity
  Edge Push (Sp): So long as you have the ability to cast obscuring 
  mist as a domain spell you can choose to create a brief clap of 
  air around any one creature within 60 feet that is no more than 
  one size category larger than you. If the creature fails a Fortitude 
  saving throw she must immediately move from her current location 
  into any open adjacent square she chooses (or a random square if 
  unconscious or otherwise unable to choose). If she has nowhere 
  to go she remains in place. Moving in this way does not provoke 
  an attack of opportunity and does not count towards the target’s 
  movement on her turn. If used on an ally she can voluntarily choose 
  to forgo her save.
  Domain Channel
  Automatic Benefit: Whenever you channel energy, you and all 
  allied creatures within range gain a +10 ft. enhancement bonus to fly 
  speed for a number of minutes equal to the dice produced by that use 
  of channel energy. This only applies to creatures that have, or gain, a 
  fly speed at some point during the duration of this effect.
  1 die: The air within your lungs and that of all allied creatures 
  within range instantly replenishes itself for a number of minutes 
  equal to the dice produced by that use of channel energy. During 
  this time, affected creatures can hold their breath without any need 
  to make Constitution checks to avoid suffocation and at its end are 
  treated as if they had begun holding their breath in the previous round. 
  Creatures who exhale (including to speak) during this time must 
  draw in another lungful of clear air in order to continue benefiting 
  from this ability.
  2 dice: You create a 30-foot radius prevailing wind emanating 
  from you for a number of rounds equal to the dice produced by that 
  use of channel energy. Any ranged weapon attack moving against 
  that wind (i.e. towards you) suffers a –2 penalty on its attack roll 
  while ranged weapon attacks moving with that wind (i.e. away from 
  you) gain a +2 circumstance bonus instead. Creatures must stand 
  within the radius of the emanation in order to benefit from the wind 
  Variations on a Theme
  In addition to the new feats and spells each domain also 
  has its own unique and customized version of holy or unholy 
  water. Clerics must have access to the appropriate domain in 
  order to create one of these variants. Each one also requires 
  a bonus material component when casting bless water or 
  curse water. Every entry mentions the bonus component 
  and typical price of the item. Unless otherwise mentioned 
  in the text assume that the rules for breaking, storing, and 
  throwing these variants are the same as their better known 
  counterparts.
  
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  Lost Lore: Eminent Domains
  but it affects any ranged weapon attack entering the area.
  4 dice: You, and all allied creatures within range, become attuned 
  to every whirl and eddy of the air. This grants affected creatures 
  blindsight for a number of rounds equal to the dice produced by that 
  use of channel energy.
  Domain Loyalty
  You create a number of swirling ringlets of air around your 
  body that you can use to hold equipment and other items. These 
  ringlets can carry any number of objects so long as their total 
  weight does not exceed 10 pounds times the highest level 
  domain spell you can prepare (i.e. if you can prepare a 5th level 
  domain spell they can carry 50 pounds). These items do not 
  count towards your encumbrance, and you can switch objects 
  from your hands to the ringlets or back as a free action. You 
  cannot benefit in any way from an object while carried in the 
  ringlets including using it for cover or concealment. You cannot 
  use the ringlets to bear any object you could not hold in your 
  two hands. Objects spontaneously shy away from creatures and 
  effects, even if you are not aware of their presence, causing 
  them to essentially act as if properly secured within backpacks, 
  pouches, or similar containers whenever outside forces attempt 
  to steal or otherwise interact with them. However, if you enter 
  an environment without air to support the ringlets the objects 
  immediately drop.
  New Spells
  Battle Benediction: Each round, on her turn, the target can take 
  either a bonus 5-foot step (if taking a full-round action) or a 5-foot 
  step in addition to her normal move. The target can only do this when 
  physically capable of taking a 5-foot step but can otherwise take it at 
  any time during her turn even while making her normal move. The 
  target does not suffer range penalties when attacking with ranged 
  weapons (but maximum range still applies). She can choose to 
  prematurely end the effects of this spell in order to gain the benefits 
  of a feather fall spell.
  Borne for Battle: The air around your weapon swirls with barely 
  contained power. Whenever you attack with your weapon you can, 
  prior to making the attack roll, choose to unleash a powerful blast 
  of wind instead of injuring your opponent. If you hit you perform 
  a bull rush (without provoking an attack of opportunity) treating 
  what would have been the damage from that attack as your combat 
  maneuver check. However, you can add any bonuses to your CMB 
  you normally gain when specifically attempting a bull rush (such as 
  the Improved Bull Rush feat) to your effective damage as well as 
  your caster level
  Fast Favor: At any point during your move action you can, as part 
  of the swift action in casting this spell, make an Acrobatics check 
  for the purpose of jumping. You gain a +10 enhancement bonus 
  on this check. If you still had movement left when you made your 
  jump you can continue moving as normal from wherever you land. 
  Casting this spell, and making the jump, does not provoke an attack 
  of opportunity. If the jump fails or would place you somewhere you 
  do not want to go you can instead choose to remain at your current 
  location and end your move.
  Variant Holy/Unholy Water
  Thick Air: Each pressurized vial of this slightly milky gas fills a 
  single 10-foot cube. It lasts for 1 hour under normal circumstances 
  and 1 minute in high winds or similar conditions. Any creature trying 
  to pass through thick air must make a single DC 15 Strength check 
  for each cube in order to continue. Even if the check is successful the 
  squares count as difficult terrain. Thick air has no effect on objects or 
  ranged attacks; only creatures. Producing a vial of thick air requires 
  a glove once worn by a djinni. They typically sell for 75 gp. (Total 
  price 100 gp)
  Chaos
  No, no, no, chaos isn’t about spreading anarchy or disorder. It’s 
  about accepting that chance rules all existence and making ourselves 
  ready to seize the opportunities the universe gives us. We’re not mad. 
  In fact, we are the only sane ones since we don’t pretend that the 
  world makes sense.
  — Sister Preya giving the casino guards 
  one last chance to step aside
  New Feats
  Domain Affinity
  Arbitrary Symmetry (Sp): So long as you have the ability to 
  cast chaos hammer as a domain spell you can choose to surround 
  any one creature within 30 feet with a swirling aura that looks like 
  a distorted and shadowy version of himself. If the target fails a Will 
  saving throw the next time, within one minute, he takes an action 
  that either benefits a specific ally or harms a specific opponent, 
  the shadowy duplicate instantly focuses on or shifts to a randomly 
  chosen opponent (if he benefited an ally) or ally (if he harmed an 
  opponent) within 60 feet and performs the same action. If necessary, 
  the duplicate uses the same rolls as the original when determining 
  success, failure, or other effects but creates its own brief copy of any 
  finite resources (ammunition, charge, spell, etc) instead of draining 
  it from the original. If there is no suitable creature within range the 
  duplicate simply disappears instead.
  Domain Channel
  Automatic Benefit: For one hour for each dice of energy 
  produced by that use of channel energy you, and all allied creatures 
  within range, can make two rolls and use whichever is better when 
  determining the outcome of a number of different situations. These 
  situations are: attempting to aid another, concentration checks, any of 
  the checks or saving throws modified by the Endurance feat, saving 
  throws to remove negative levels, and Constitution checks related to 
  stabilization. Affected creatures that actually have the Endurance feat 
  get the +4 bonus on both rolls as normal.
  1 die: For the next minute, you, and all allied creatures within 
  range, gain a reserve of bonus movement equal to one 5-foot square 
  for each dice of energy produced by that use of channel energy. You 
  can expend these squares of bonus movement all at once or over any 
  combination of rounds during that minute. However, you can only 
  use them as part of your normal move (or when making a charge or 
  withdraw) and not when you perform another move action such as 
  standing up, redirecting a spell, opening a door, or similar actions. 
  These bonus squares of movement do not stack with other uses of 
  this feat.
  2 dice: You, and all allied creatures within range, gain the ability 
  to make one extra attack of opportunity for a number of rounds equal 
  to the dice produced by that use of channel energy. All the normal 
  rules for making attacks of opportunity (including that you can only 
  target a given creature once each round) still apply.
  4 dice: You create a bond with all creatures that were in range 
  during that use of channel energy for a number of rounds equal to the 
  dice it produced. During this time, whenever any of these creatures 
  is the specific target of a beneficial magical effect you automatically 
  know the nature of this effect and can choose to also benefit from 
  it exactly as if you were the target of an identical effect. This does 
  not apply to magical effects with continuous or permanent durations. 
  You can choose not to receive a benefit if you wish or if it would 
  prove in some way harmful to you. You cannot benefit from identical 
  or essentially identical effects at the same time.
  Domain Loyalty
  You draw power from an opponent’s failure to harm you when most 
  vulnerable. Whenever an enemy makes an attack of opportunity and 
  
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  Lost Lore: Eminent Domains
  misses you immediately choose one of the following three benefits: 
  gain temporary hit points, gain a bonus on your next attack roll, or 
  gain a bonus on your next saving throw. In all the cases, the amount 
  received or bonus gained is equal to the highest level domain spell 
  you can prepare. Each of these benefits lasts until used or expended. 
  You can only use this feat once in any given round, no matter how 
  many attacks of opportunity you avoid, and you cannot have multiple 
  benefits of the same type active at the same time.
  New Spells
  Battle Benediction: Each round, at the start of his turn, the target 
  can, as a free action, choose to reroll his initiative. He must use this 
  new initiative in the following round. The target can also choose to 
  reroll any weapon damage rolls he makes. However he must use 
  the new total even if less than the original. The target can choose 
  to prematurely end this spell in order to reroll any one attack roll, 
  saving throw, or check. He must use the new roll even if worse than 
  the original.
  Borne for Battle: Your weapon emits erratic bursts of raw chaos 
  that lash out at your opponents. Whenever you damage a creature 
  with your weapon another, randomly chosen, opponent within 30 
  feet of the original takes the minimum possible damage you could 
  have dealt with that attack (as if you had rolled all 1s and then 
  added in the bonuses as normal). When determining minimum 
  damage exclude anything not normally multiplied with a critical 
  hit such as precision damage. This counts as force damage arising 
  from a spell and not a weapon for the purposes of bypassing DR 
  and similar considerations.
  Fast Favor: At the end of your turn you can choose to take a ready 
  action as a bonus action. This does not affect your initiative and you 
  can act on your next turn as normal regardless of whether or not you 
  actually performed the readied action.
  Variant Holy/Unholy Water
  Venture Melt: The color and consistency of this bubbling liquid 
  changes from moment to moment. Creatures with the lawful subtype 
  take 2d4 damage if brought into direct contact with it and 1 point of 
  damage if occupying an adjacent square. In addition, any creature 
  directly exposed to it must make a DC 15 Will saving throw. If he 
  fails this save he must reroll his initiative and use it, for better or 
  worse, for the remainder of that battle. Producing a vial of venture 
  melt requires mutated flowers grown in soil contaminated by the 
  presence of any sort of protean. They typically sell for 15 gp. (Total 
  price 40 gp)
  Earth
  You thought us passive, weak, but that shows how little you truly 
  understood. Earth does not rage or cower; it endures. But when, 
  for its own reasons, it does move, cities crumble. This was your 
  fundamental error. Earth teaches us to bide until the moment is right.
  — Father Walgrit lectures the invaders moments before the ambush
  New Feats
  Domain Affinity
  Ripple (Sp): So long as you have the ability to cast soften earth 
  and stone as a domain spell you can choose to transform any 5-foot 
  square made of ground, pavement, sand, stone, or similar earth-
  like material within 60 feet into difficult terrain for any creature 
  except yourself. If the terrain is already considered difficult, this 
  transformation simply causes it to act as normal terrain for you. 
  Squares revert to their original nature after one hour.
  Domain Channel
  Automatic Benefit: You, and all allied creatures within range, 
  gain an enhancement bonus to CMD equal to the number of dice 
  produced by use of that channel energy for the next minute.
  1 die: You create a slight, 30-foot radius “slope” emanating from 
  you for a number of rounds equal to the dice produced by that use 
  of channel energy. Any creature within range facing “down” (i.e. 
  away from you) acts as if standing on higher ground and gains a +1 
  bonus on melee attacks. Creatures also gain a +2 bonus on attack and 
  damage rolls when making a charge so long as they move away from 
  you. This slope is only detectable for the purposes of this feat and has 
  no other effect on terrain, objects, or creatures.
  2 dice: Any creature harmed by that use of channel energy who 
  fails her saving throw for half damage also falls prone. If standing 
  on ground, pavement, sand, stone, or similar earth-like materials 
  she takes a penalty on her saving throw equal to the number of dice 
  produced by that use of channel energy.
  4 dice: You morph ground, pavement, sand, stone, and similar 
  earth-like materials into a small defensive enclosure for a number 
  of rounds equal to the dice of that use of channel energy or until 
  you end the effect as a standard action. This enclosure shelters you 
  and all creatures occupying an adjacent square. Creatures too large 
  to fit are left outside. At your discretion, you can either make the 
  enclosure airtight (granting you total cover as well as protection from 
  floods, swarms, and similar threats) or include arrow slits (granting 
  you improved cover but allowing you to make attacks through the 
  slits). If you make the enclosure airtight creatures inside run out of 
  air after one round and must hold their breaths to avoid suffocation.
  Domain Loyalty
  When perfectly still, and standing on ground, pavement, sand, 
  stone, or similar earth-like material you can draw upon this solidity 
  to grow more resistant to attack. During any round in which you 
  remain in your square and take no action except total defense you 
  gain a natural armor bonus to your AC equal to the highest level 
  domain spell you can prepare.
  New Spells
  Battle Benediction: The target can fight defensively as a free 
  action instead of a standard action or as part of a full-round action. 
  In addition, when she chooses to fight defensively she can decide to 
  take no penalty on her attack roll or accept a –2 penalty in exchange 
  for increasing her dodge bonus to AC from +2 to +4. She can also 
  apply this bonus to checks, CMD, or saving throws when resisting 
  any attempt to move her from her current square. The target can 
  choose to prematurely end this spell, as an immediate action, in 
  order to cancel any one successful attack or harmful effect directed 
  specifically at her.
  Borne for Battle: Your weapon vibrates and pulses with 
  suppressed might making it very easy to smash through most solid 
  materials. When attacking with your weapon ignore cover and reduce 
  any hardness score by 20. Reducing a hardness score to a negative 
  number does not grant a damage bonus.
  Fast Favor: If standing on ground, pavement, sand, stone, or 
  similar earth-like materials you can choose to disappear into the 
  floor until the start of your next turn. During this time you actually 
  merge with the material and effectively cease to exist but you remain 
  fully aware of your surroundings and can act accordingly when you 
  reappear. Emerging on your next turn counts as your move for the 
  round, however, you can choose to reappear in any open square 
  composed of earth-like materials (even if the squares in between are 
  not) so long as it is within reach of your base speed.
  Variant Holy/Unholy Water
  Floor Mire: Each vial of this dark muddy goo seems far heavier 
  than its weight on a scale would indicate. The contents of a vial can 
  
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  Lost Lore: Eminent Domains
  fill a single 5-foot square and remains for 1 minute until gelling and 
  then disappearing. Any creature stepping on a treated square must 
  make a DC 15 Fortitude saving throw to avoid coating her feet with 
  the thick material. For the next minute, or until she takes a full-round 
  action to clear it off her feet, she treats normal terrain as difficult 
  terrain and difficult terrain as impassable. Producing a vial of floor 
  mire requires a copper ring crushed into a lump by a shaitan. They 
  typically sell for 95 gp. (Total price 120 gp)
  Evil
  Nature despises weakness so why shouldn’t I? Evil has nothing to 
  do with cruelty or exploitation it simply recognizes how the world 
  truly works. That’s what so few of you sheep understand. The weak 
  only live as long as the strong tolerate their existence. The fact that 
  I permit you to draw breath is my whim; a charity I can withdraw at 
  any moment. That is why I can treat you however I wish.
  — Abbess Elena welcomes a new batch of slaves
  New Feats
  Domain Affinity
  Bully Boost (Sp): So long as you have the ability to cast align 
  weapon as a domain spell you can attempt to make any creature within 
  60 feet more vulnerable to combat maneuvers. If the target fails a Will 
  saving throw he suffers a –2 penalty to his CMD for the next minute. 
  In addition, during this time, whenever he fails to resist an attack or 
  effect directed against his CMD he takes 1d6 bludgeoning, slashing, or 
  piercing damage (whichever seems most appropriate).
  Domain Channel
  Automatic Benefit: For a number of rounds equal to the dice of 
  that use of channel energy you, and all allied creatures within range, 
  gain a +2 morale bonus on attack rolls made against any creature 
  currently suffering from a fear effect.
  1 die: You can, as a free action, make an Intimidate check against 
  every creature within range who took damage from that use of 
  channel energy. You gain a bonus on your check equal to the dice 
  of that use of channel energy for any creature that failed his saving 
  throw for half damage.
  2 dice: All creatures within range who took damage from that 
  use of channel energy come to regard you as a figure of terror and 
  menace for a number of minutes equal to the dice of that use of 
  channel energy. Whenever an affected creature, if vulnerable to fear 
  effects, faces you in combat he becomes shaken or frightened (if 
  already shaken) or panicked (if already frightened). This lasts for but 
  a single round if the creature made his saving throw for half damage 
  but otherwise lasts so long as he can see you. 
  4 dice: You generate a blast of sickness and infirmity affecting all 
  creatures who took damage from that use of channel energy. For 
  creatures who made their saving throw for half damage this effect lasts 
  for a number of rounds equal to the dice of that use of channel energy 
  while those who failed it is one minute for each dice instead. During this 
  time, affected creatures automatically recover the minimal possible hit 
  points or ability damage when subjected to any sort of healing.
  Domain Loyalty
  You have a singular talent for inflicting additional pain and misery 
  on others. Whenever you damage a creature you also deal nonlethal 
  damage equal to the highest level domain spell you can prepare. If 
  you harm multiple creatures with the same attack or effect only one, 
  your choice, suffers this bonus damage.
  New Spells
  Battle Benediction: The target heals 2 hit points each time he 
  damages a creature with a weapon. Whenever he kills a creature, 
  the target can, as a standard action within one round of the death, 
  choose to recover hit points, ability damage, and all limited use class 
  and race features (except spell casting and spell-like abilities) as if 
  he had taken a full night’s rest. The target can choose to prematurely 
  end this spell by invoking an effect almost identical to the death knell 
  spell with the only difference that the target gains a +1 bonus to class 
  level or hit dice (instead of caster level) if his victim fails a Will save 
  to resist.
  Borne for Battle: Your weapon allows you to truly batter the 
  weak and disabled. Whenever you damage a creature already 
  suffering from a harmful or debilitating condition such as blindness, 
  exhaustion, or similar effects you deal +2 damage for each condition 
  and extend the normal duration of those conditions by two additional 
  rounds. Critical hits extend the duration of conditions by the same 
  multiple as the weapons’ critical modifier.
  Fast Favor: At any point during your turn you can choose to 
  transfer your own injuries to another creature within 30 feet. You 
  must select a creature susceptible to negative energy damage. As 
  soon as you designate a target you heal 2d8+caster level hit points 
  and the target suffers as much damage as you actually regained. If 
  the target succeeds in a Will saving he only takes half of the damage 
  you transferred to him.
  Variant Holy/Unholy Water
  Malevolent Water: This clear liquid seems like any other vial 
  of unholy water until actually used. It deals 2d6 damage to good 
  outsiders instead of 2d4. In addition, the water persists into the 
  following round causing the creature to suffer half the damage of the 
  initial exposure. Producing a vial of malevolent water requires the 
  finger joint of a hero betrayed and murdered. They typically sell for 
  25 gp. (Total price 50 gp)
  Fire
  Fire creates the circle that keeps the night at bay. It does not 
  destroy; it transforms. Fire cleanses the old and makes way for the 
  new. All crafts of civilization depend on fire in some way. We need 
  fire. But it is not tame.
  — Prior Tillin haggles with the village elders while the mill burns
  New Feats
  Domain Affinity
  Hot Feet (Sp): So long as you have the ability to cast fireball as a 
  domain spell you can wreath the feet of any one creature within 60 
  feet in flames. If the target fails her Reflex saving throw she takes  
  2d6 of points fire damage at the end of her next turn. However, she can 
  reduce this damage by 1d6 for every five feet she moves on her turn.
  Domain Channel
  Automatic Benefit: You, and all allied creatures within range, 
  almost instantly shake off the effects of heat and fire for a number 
  of rounds equal to the dice produced by that use of channel energy. 
  During this time, creatures never take continuing damage from fire 
  effects and cannot be set on fire.
  1 die: When channelling energy to heal you can choose, instead of 
  the normal effect, to grant all eligible creatures temporary hit points 
  equal to the amount you would have healed with that use of channel 
  energy. However, these temporary hit points only apply to fire 
  damage and no other kind of injury. Once created these temporary hit 
  points last until lost due to damage, the passage of twenty-four hours, 
  or the affected creature benefits from another use of channel energy 
  (whether by you or someone else) whichever comes first.
  2 dice: You can, instead of channeling positive or negative energy, 
  
  8
  Lost Lore: Eminent Domains
  choose to generate a blast of fire instead. This affects all creatures 
  within range, except yourself, and deals dice of fire damage instead 
  of dice of energy. Creatures can make a Reflex saving throw, instead 
  of the normal Will save, for half damage.
  4 dice: You can, instead of channeling positive or negative energy, 
  create columns of flame or puddles of lava; one for each dice that use 
  of channel energy would have produced. You can place these obstacles 
  in any open 5-foot square within range and they disappear one hour 
  later. Columns of flame deal 2d6 points of fire damage to any creature 
  passing through them while puddles of lava deal 4d6 points of fire 
  damage to any creature coming into direct contact with them.
  Domain Loyalty
  Your mastery of flame allows you to cast burning sparks against 
  another creature when you use fire in combat. Whenever you deal 
  fire damage to a creature choose another creature within 30 feet of 
  your original target. This new target takes fire damage equal to the 
  highest level domain spell you can prepare and must also make a 
  Reflex saving throw (DC=10 +fire damage dealt by that attack) to 
  avoid catching on fire.
  New Spells
  Battle Benediction: The target of this spell becomes immune 
  to fire damage. In addition, during any round in which she would 
  normally take fire damage, she gains fast healing 2. When attacking 
  a creature that has taken fire damage within the previous round she 
  gains a +1 circumstances bonus on attack rolls and opposed checks 
  and automatically confirms critical hits. The target can choose 
  to prematurely end this spell by unleashing a burst of flame. All 
  creatures occupying an adjacent square take 5d4 fire damage (Reflex 
  save for half) while creatures one square further away take 2d4 fire 
  damage (Reflex save for half).
  Borne for Battle: Your weapon erupts into a burst of flame. This 
  not only sheds light as a torch but also requires any creature you 
  strike to make a Reflex saving throw to avoid catching on fire.
  Fast Favor: At any point during your move action you can choose 
  to enter a source of flame of any size and exit any other source within 
  30 feet and continue your movement as normal. You take no fire 
  damage from a source of flame while passing through it.
  Variant Holy/Unholy Water
  Patient Coals: Were it not for the faint but still noticeable pulses of 
  warmth these tiny red embers might seem almost like seeds or pollen. 
  The contents of each vial, once exposed to air for a round, settle on 
  a single 5-foot square and then wait for the next creature to enter it 
  at which point they erupt, dealing 2d4 points of fire damage to that 
  creature and 1 point of fire damage to creatures in adjacent squares. 
  Patient coals can last for years if indoors or on similar sheltered 
  surfaces. Exposure to water instantly destroys them. Producing a vial 
  of patient coals requires the spittle of an efreeti. This typically sells 
  for 35 gp. (60 gp total)
  Good
  We are all born with a talent for virtue just not the same ones. 
  For some it is courage and others compassion. Some are blessed 
  with the drive to achieve great things while others can bear burdens 
  that would break a weaker soul. It matters not what our virtues are 
  just so long as we embrace them. The joy that comes from sharing 
  our virtues, from service and sacrifice, transcends all others. No 
  
  9
  Lost Lore: Eminent Domains
  one is better. No one is more deserving of happiness or security or 
  consolation. We offer what we have and accept what we need. This 
  is the core of goodness.
  — Reverend Yales delivers the morning homily
  New Feats
  Domain Affinity 
  Strange Attractor (Sp): So long as you have the ability to cast 
  protection from evil as a domain spell you can choose to make yourself 
  the target of ranged attacks specifically directed against any one 
  creature within 60 feet. This connection lasts until you form it with 
  different creature or you simply choose to end it (a free action). Any 
  ranged attack that actually hits your target automatically redirects 
  towards you instead, without harming her in any way, so long as it 
  has an unobstructed line of effect between you and her. The source of 
  this attack must make a new attack roll against you instead of using 
  the original, successful, one. Any penalties for range apply to the total 
  distance of the attack and not just from the original target to you.
  Domain Channel
  Automatic Benefit: You, and all non-hostile creatures within 
  range, gain an enhancement bonus to movement equal to 5 feet for 
  every dice produced by that use of channel energy for one round. 
  This bonus only applies when used to travel away from a threat in 
  a direction that does not involve approaching another known threat 
  (i.e. running away). 
  1 die: For a number of rounds equal to the dice produced by 
  that use of channel energy all evil creatures within range glow in 
  accordance with the aura they would produce if subjected to a detect 
  evil spell (faint, moderate, strong, or overwhelming). These auras 
  are plainly visible to any creature able to see them during this time 
  but overwhelming auras do not stun viewers. Abilities and effects 
  used to obscure alignments or otherwise interfere with spells such as 
  detect evil still function normally for affected creatures. Anyone able 
  see one of these auras gain an insight bonus on Perception checks 
  directed against that creature based on her aura: faint +1, moderate 
  +2, strong +4, and overwhelming +8.
  2 dice: You create a stationary bubble of energy that resists evil 
  creatures for a number of rounds equal to the dice of that use of 
  channel energy or until you leave it, whichever comes first. This 
  bubble has a maximum radius of your channel energy but you can 
  make it smaller. Any evil creature seeking to penetrate this barrier 
  must make a Fortitude saving throw (using the same DC as the Will 
  save for half damage against your channel energy) in order to pass 
  through. Evil creatures inside the bubble, from the moment of its 
  creation onward, must make the same saving throw at the start of 
  each of their turns to avoid getting pushed out and losing all other 
  actions on that turn.
  4 dice: You, and all good aligned creatures within range, gain a 
  morale bonus on attacks and checks made against any creature with 
  an aura that registers as evil (as produced by the automatic benefit of 
  this feat above) for a number of rounds equal to the dice of that use of 
  channel energy. The exact bonus depends on the aura of the creature: 
  faint +1, moderate +2, strong +4, and overwhelming +8.
  Domain Loyalty 
  You have an amazing talent for helping others achieve their goals. 
  Whenever you perform the aid another action you grant a bonus 
  equal to the highest level domain spell you can prepare instead of 
  the normal +2. Any ability, spell, or effect which also improves the 
  bonus granted to aid another does not stack with this feat.
  New Spells
  Battle Benediction: The target can, prior to making an attack 
  with a weapon, choose to interfere with her opponent rather than 
  dealing damage. Her opponent has an effective AC of 10 against 
  this attack (unless his current AC is already lower). If she hits, 
  she can choose to impose –2 penalty on her opponent’s attack 
  rolls, AC, or skill checks for one round. She cannot impose 
  the same penalty more than once on the same creature in any 
  given round. The target can also, at the start of her move action, 
  choose to stay in her current square in order to grant an adjacent 
  ally the ability to take a 5-foot step as an immediate action. She 
  cannot grant this to an ally who is incapable of moving at that 
  time and this does not count towards that ally’s own movement 
  on his next turn. The target can choose to prematurely end this 
  spell by making all creatures within a 30-foot radius recipients 
  of a remove fear spell.
  Borne for Battle: Your weapon reacts to your own innate sense 
  of clemency and compassion. It gains the merciful special ability. 
  Whenever you use it to deal nonlethal damage to a creature currently 
  suffering from any mind affecting effect causing her to act in a hostile 
  manner towards you, she immediately gains a new saving throw to 
  resist or overcome the effect.
  Fast Favor: At the start of your turn you can choose to forgo 
  either your move action or your standard action and give it to any 
  creature within 30 feet. You must decide whether the recipient acts 
  immediately before or after you take the remainder of your turn. This 
  does not affect the creature’s initiative and she can take her next turn 
  as normal.
  Variant Holy/Unholy Water
  Virtuous Water: This clear liquid seems like any other vial of 
  holy water until actually used. It deals 2d6 damage to evil outsiders 
  and undead instead of 2d4. In addition, the water persists into the 
  following round causing the creature to suffer half the damage of 
  the initial exposure. Producing a vial of virtuous water requires the 
  finger joint of a martyr of the faith. They typically require a donation 
  of 25 gp. (Total price 50 gp)
  Law
  Law is the best way to proceed not the perfect way. Many, unable 
  to grasp this, mistake their own advantage for fairness or even 
  justice. That is why law must have defenders. Defenders I say, not 
  enforcers. We are not the edge of the blade but the depth of the shield. 
  Existence itself depends on us for we defend it from those who would 
  warp it. Only by following procedure and system, remaining always 
  calm, rational, and dispassionate, can we steer away from failure or 
  even worse; corruption. You see, just as police can kill and not call 
  it murder those of us pledged to defend the universe are permitted to 
  bend reality to save it.
  — Archdeaconess Niala delivers the commencement  
  address at the college of the Inquisition
  New Feats
  Domain Affinity
  Declaration of Intent (Sp): So long as you have the ability to 
  cast protection from chaos as a domain spell you can order another 
  creature within 60 feet to briefly describe what she intends to do on 
  her next turn. She must reply in the language you used when giving 
  this order. If, for some reason, she does not speak that language 
  but still understood your order, she must use the language or other 
  means of communication which she honestly deems most effective 
  in communicating with the majority of nearby creatures. If, having 
  issued her warning, the target chooses to take another course of 
  action on her turn, she takes a –1 penalty on all attacks and checks 
  during that round. This is a language dependant, mind affecting 
  effect.
  
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  Lost Lore: Eminent Domains
  Domain Channel
  Automatic Benefit: You, and all allied creatures within range, 
  gain an effective bonus to class level equal to the number of dice 
  produced by that use of channel energy but only for the purposes of 
  adding in favored class bonuses. These bonuses last for 24-hours, 
  until the affected creature benefits from another use of channel 
  energy (by you or someone else), or until the next time the recipient 
  takes a full night’s rest (whichever happens first).
  1 die: You, and all allied creatures within range, become calm and 
  collected under even the most stressful situations for a number of 
  rounds equal to the dice of that use of channel energy. During this 
  time, affected creatures can take 10 on skill checks while distracted 
  or in danger.
  2 dice: You cause all hostile creatures (regardless of whether you 
  can normally harm them with your channel energy class feature) 
  within range to take 1 point of damage for every dice of energy 
  produced by that use of channel energy each time they enter a new 
  square under their own volition for one round. Any creature that 
  actually is vulnerable to that use of channel energy and failed his 
  saving throw for half damage takes 2 points of damage instead.
  4 dice: You form a brief but formidable connection with all 
  allied creatures in range, including yourself, affording them equal 
  protection under your power. This allows you to target each such 
  creature with any one class spell you can spontaneously cast so long 
  as the level of that spell does not exceed the dice produced by that 
  use of channel energy. This counts as a single casting of that spell no 
  matter how many creatures it actually affects. If you cast a spell that 
  normally affects multiple creatures (such as mass cure light wounds) 
  each creature only benefits once.
  Domain Loyalty
  Your methodical and orderly nature gives you a great advantage 
  when performing routine or meticulous tasks. Whenever you take 
  10 or 20 on a skill check you gain a competence bonus equal to the 
  highest level domain spell you can prepare. 
  New Spells
  Battle Benediction: The target can create a mental list of 
  opponents and the order in which he shall attack them. This list must 
  have a minimum of two members and a maximum equal to the caster 
  level of the spell. The target can only list opponents if he knows their 
  approximate location. The target gains a +2 morale bonus on attack 
  rolls, weapon damage rolls, and checks made against the creature 
  that currently tops his list. If he kills, incapacitates, or drives away 
  the opponent currently topping his list he can, on his next move 
  action, move up to twice his base speed so long as he approaches 
  the opponent next on his list. Moving in this way does not provoke 
  an attack of opportunity. Creatures eliminated by another or who flee 
  from the battle are automatically removed from the target’s list. The 
  target can choose to prematurely end this spell in order to harm every 
  remaining creature on his list. The damage dealt to each creature is 
  exactly half the maximum he could cause with the weapon in his 
  hands when he ends the spell. This damage excludes anything not 
  normally multiplied with a critical hit such as precision damage. It 
  counts as force damage arising from a spell and not a weapon for the 
  purposes of bypassing DR and similar considerations.
  Borne for Battle: Your weapon allows you to chastise anyone 
  who tries to exceed the limitations the universe has imposed on 
  him. Whenever you damage a creature currently benefiting from an 
  effect with a variable duration expressed in discrete units of time 
  (e.g. 1 round/level, 1d4 minutes, 2 hours/hit dice, etc) you reduce the 
  remaining duration of each effect by one unit and also deal +2 damage. 
  This does not apply to effects with a fixed duration, effects that are 
  maintained, or effects allocated from a pool such as barbarian’s rage 
  or bardic performance. Critical hits reduce the duration of effects by 
  the same multiple as the weapons’ critical modifier. If you actually 
  end an effect the creature takes an additional +5 damage.
  Fast Favor: At any point during your turn you can briefly draw 
  upon a spell you currently have prepared. This allows you to gain its 
  benefits until the start of your next turn without losing access to it for 
  a later casting. You cannot draw upon any spell with an instantaneous 
  duration and it only affects you no matter how many creatures it 
  normally would affect.
  Variant Holy/Unholy Water
  Standard Sand: At first glance these fine particles seem uniformly 
  gray. However, closer examination of the vial reveals that they are 
  actually black and white grains distributed so evenly that their colors 
  perfectly blend together. Creatures with the chaotic subtype take 5 
  damage if brought into direct contact with the grains and 1 point 
  if occupying an adjacent square. In addition, any creature directly 
  exposed to it must make a DC 15 Will saving throw. If he fails, for 
  the next round, whenever he rolls a d20 for any reason he must roll 
  twice and treat the average of those two rolls as his result. Producing 
  a vial of standard sand requires a drop of glass created or repaired by 
  an axiomite. These typically sell for 25 gp. (Total price 50 gp)
  Water
  We beg of you; take pity. You are powerful and we are helpless 
  before your might. Your forms are infinite; ice and snow and mist and 
  steam and blood and tears and sweat. Your waves eat the beach. Your 
  rain carves the mountains. Your glaciers shape the land. Fire cringes 
  from you and dies at your will. Between our flesh and bones we are 
  of you. Please, we are your children, let us live through this night.
  — Prelate Finabar prays for the fleet’s survival
  New Feats
  Domain Affinity
  Ice Coat (Sp): So long as you have the ability to cast water 
  breathing as a domain spell you can create a protective layer of ice 
  around yourself or any other creature within 30 feet. This grants the 
  recipient a +4 natural armor bonus to AC. This coating normally 
  disappears at the start of your next turn (though you can create it 
  again). However, if applied to another creature, you can choose to 
  maintain it as a move action.
  Domain Channel
  Automatic Benefit: You, and all allied creatures within range, 
  gain a +8 competence bonus on Swim checks for a number of hours 
  equal to the dice of that use of channel energy.
  1 die: You create puddles or skims of frost beneath the feet of all 
  hostile creatures within range. Affected creatures must make a Reflex 
  saving throw (using the same DC as the Will save for half damage 
  against your channel energy) to avoid falling prone. Prone creatures 
  must make this saving throw each round, at the start of their turn, 
  until they actually succeed at which point they can then stand back 
  up and act normally thereafter. If actually standing on ice or a similar 
  water based slippery surface creatures take a penalty on their initial 
  saving throw equal to the dice produced by that channel energy.
  2 dice: You fill the entire radius with a fire retardant mist lasting 
  for a number of minutes equal to the dice produced by that use of 
  channel energy. During this time, all fire related effects produced or 
  entering the area automatically deal minimum damage (as if rolling 
  all 1s) and creatures within the area automatically succeed on all 
  saving throw or checks against fire and fire related effects.
  4 dice: You drain large amounts of water from the bodies of all 
  hostile creatures within range causing them to become severely 
  dehydrated, acting as if exhausted, for a number of hours equal to 
  the dice produced by that use of channel energy. Creatures can avoid 
  this by making a Fortitude saving throw (using the same DC as the 
  Will save for half damage against your channel energy). Affected 
  
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  Lost Lore: Eminent Domains
  creatures can reduce the duration of this 
  effect by one hour for every round spent 
  doing nothing save drinking water or 
  similar fluids. In addition to creatures 
  immune to fatigue effects this does 
  not affect creatures whose bodies or 
  natures are such that they cannot 
  become dehydrated.
  Domain Loyalty
  Your connection with water 
  allows you to shield your 
  vital organs with a layer of 
  viscous blood and other fluids. 
  Whenever you are at full hit 
  points you automatically gain 
  temporary hit points equal 
  to the highest level domain 
  spell you can prepare. If 
  damaged, these temporary 
  hit points are lost first, 
  and, if you are still at 
  full hit points on your 
  next turn, completely 
  restored. 
  You 
  also 
  gain this number as a 
  circumstance bonus to 
  AC (regardless of whether 
  or not you are damaged 
  at the time) whenever an 
  opponent tries to confirm a 
  critical hit against you.
  New Spells
  Battle 
  Benediction: 
  At the start of her turn 
  the target must decide 
  which state of water to 
  emulate until her next 
  turn. If she chooses solid 
  she becomes immune to 
  critical hits and precision 
  damage. If she chooses 
  liquid she acts as if two 
  sizes smaller when passing 
  through an opponent’s square or when squeezing through a space. 
  She takes no penalty on attack rolls or to AC while squeezing and 
  does not provoke an attack of opportunity (from that opponent) if 
  able to pass through an opponent’s square. If she chooses gas she 
  increases her effective reach by 5 feet. The target can choose to 
  prematurely end this spell in order to deal 1 point of bleed damage to 
  all living creatures (except herself) within a 30-foot radius who fail a 
  Fortitude save to resist.
  Borne for Battle: You coat your weapon with an irregular layer 
  of chunky ice. While this does not impede you in any way it causes 
  the weapon to act as if one size larger for the purposes of damage. 
  This also allows you to, at will as a move action, shape this ice in 
  order to alter the type of damage the weapon deals (i.e. bludgeoning, 
  piercing, or slashing). 
  Fast Favor: At any point during your turn you can create 
  a very brief and perfectly straight track of ice which you can 
  skim along at great velocity. This track is just wide enough 
  to accommodate you and can span a maximum length of 
  up to four times your base land speed. It cannot 
  pass through an occupied square, 
  difficult terrain (unless made 
  so by ice or snow), slope 
  upwards, or exist on any 
  surface that cannot support 
  ice. You must slide along 
  this track as soon as you 
  create it and it disappears 
  once you choose to stop 
  or reach its end. Sliding 
  along this track does 
  not count as part of your 
  movement during your turn.
  Variant Holy/
  Unholy  
  Water
  Instant 
  Swell: 
  The 
  murky contents of this vial 
  bubble and surge as if under 
  great pressure. It erupts in 
  a brief surge of water once 
  thrown. This water deals 2d4 
  damage to any creature with 
  the fire subtype occupying 
  the square in which it 
  detonates and 1 point in 
  splash damage to creatures 
  with the fire subtypes in 
  adjacent squares. In addition, the creature occupying that square, 
  regardless of type, must make a DC 15 Reflex saving throw to avoid 
  falling prone in any open adjacent square as the wave knocks her off 
  her feet. Producing a vial of instant swell requires a beverage created 
  by a marid. They typically sell for 100 gp. (Total price 125 gp)
  
  12
  Lost Lore: Eminent Domains
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  2. The License: This License applies to any Open Game Content that con-
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  15. COPYRIGHT NOTICE
  Open Game License v 1.0a Copyright 2000, Wizards of the Coast, Inc.
  System Reference Document Copyright 2000. Wizards of the Coast, Inc; 
  Authors Jonathan Tweet, Monte Cook, Skip Williams, based on material by 
  E. Gary Gygax and Dave Arneson.
  Pathfinder Roleplaying Game Reference Document. © 2011, Paizo 
  Publishing, LLC; Author: Paizo Publishing, LLC.
  Pathfinder Roleplaying Game Core Rulebook. © 2009, Paizo Publishing, 
  LLC; Author: Jason Bulmahn, based on material by Jonathan Tweet, Monte 
  Cook, and Skip Williams.
  Lost Lore: Eminent Domains, Forces & Philosophies  - Copyright 2015 
  Frog God Games; Author Hal Maclean
  
SOURCE: textdata/thevault/Pathfinder/1st Edition/3rd Party/Frog God Games/The Lost Lands/Lost Lore/PFRPG - FGG - The Lost Lands - Lost Lore - Eminent Domains.pdf