TEXT:  
   
   
   
  PRODUCT NO. CA402 
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  ABANDONED ARTS©
   PRESENTS: 
   
  EIGHTEEN NEW SUBDOMAINS FOR USE WITH THE PATHFINDER® ROLEPLAYING GAME 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Compatibility with the Pathfinder Roleplaying Game requires the Pathfinder Roleplaying Game from Paizo Publishing, LLC. See 
  http://paizo.com/pathfinderRPG for more information on the Pathfinder Roleplaying Game. Paizo Publishing, LLC does not guarantee 
  compatibility, and does not endorse this product. Pathfinder is a registered trademark of Paizo Publishing, LLC, and the Pathfinder 
  Roleplaying Game and the Pathfinder Roleplaying Game Compatibility Logo are trademarks of Paizo Publishing, LLC, and are used 
  under the Pathfinder Roleplaying Game Compatibility License. 
   
  See http://paizo.com/pathfinderRPG/compatibility for more information on the compatibility license. 
  
  2 
   
  DOMAINS & SUBDOMAINS 
   
   
   
   
   
   
   
   
   
   
  As described in the Pathfinder® Roleplaying Game: Advanced Player’s Guide ™, a subdomain is a more 
  specific domain focus that allows players added flexibility when customizing cleric characters. Presented 
  below are eighteen new subdomains associated with several of the standard cleric domains described in 
  the Pathfinder® Roleplaying Game: Core Rulebook ™. Each subdomain replaces a granted power and 
  some number of spells from the domain’s granted spell list. The following text paraphrases the rules for 
  domain and subdomain choices, as described in the aforementioned sourcebooks. 
     A cleric who chooses a subdomain must have access to both the domain and its subdomain from his or 
  her deity. See below for a list of subdomains available to each of the standard domains featured in this 
  product, and to various deific themes and portfolios. Clerics that worship deities whose portfolios and 
  ‘associated domains’ match those listed on the table should gain access to the subdomains associated. If 
  a cleric selects a subdomain, he or she may not select any of its associated domains as his or her second 
  domain choice (in effect, the subdomain replaces its ‘associated Domain’). Subdomains are equivalent to 
  their associated domains with regards to all effects or prerequisites based on domains. If a subdomain 
  has two or more associated domains, a cleric may only select the subdomain as one of his or her 
  domains. If a subdomain ability calls for a saving throw, the DC of the save is equal to 10 + 1/2 the 
  character’s class level + his or her Wisdom modifier. A subdomain may be selected by druids and 
  inquisitors with access to the corresponding associated domain. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  DOMAIN SUBDOMAIN 
  GRANTED POWER REPLACES 
   DEIFIC  PORTFOLIOS 
   
  Air 
   
  Zephyr 
   
  Zephyr’s Swiftness 
   
  1st-level power 
   
   hunting, freedom, travelers, or wind 
   
  Community 
   
  Fellowship 
   
  All for One 
   
  1st-level power 
   
   adventure, family, friendship, or travel 
   
  Darkness 
   
  Starlight 
   
  Star’s Gift 
   
  1st-level power 
   
   luck, night, stars, or summoning 
   
  Death 
   
  Mortality 
   
  Curse of Mortality 
   
  8th-level power 
   
   balance, curses, death, or fate 
   
  Destruction 
   
  Ruin 
   
  Aura of Decrepitude 
   
  8th-level power 
   
   decay, destruction, disaster, or time 
   
  Earth 
   
  Stone 
   
  Stoneshuffle 
   
  1st-level power 
   
   earth, ruins, stone, or travel 
   
  Fire 
   
  Magma 
   
  Heat Stone 
   
  1st-level power 
   
   destruction, fire, forge, stone, or wrath 
   
  Knowledge 
   
  Enlightenment 
   
  Illumination 
   
  6th-level power 
   
   awareness, knowledge, or self-perfection 
   
  Luck 
   
  Chance 
   
  Fickle Favor 
   
  6th-level power 
   
   fate, fortune, luck, or wealth 
   
  Magic 
   
  Spell 
   
  Spell Lore 
   
  1st-level power 
   
   knowledge, magic, or spells 
   
  Plant 
   
  Harvest 
   
  Cornucopia 
   
  6th-level power 
   
   community, hearth, farming, nature, or plenty 
   
  Strength 
   
  Might 
   
  Mighty 
   
  1st-level power 
   
   battle, competition, strength, or wrath 
   
  Sun 
   
  Warmth 
   
  Sun’s Warmth 
   
  1st-level power 
   
   farming, fire, light, or sun 
   
  Travel 
   
  Quest 
   
  Onward 
   
  8th-level power 
   
   adventure, fate, or travel 
   
  Trickery 
   
  Beggar 
   
  Beg 
   
  1st-level power 
   
   beggars, cities, thieves, or trickery 
   
  War 
   
  Armor 
   
  Armor Master 
   
  8th-level power 
   
   battle, defense, metal, or war 
   
  Water 
   
  Mist 
   
  Mistveil 
   
  1st-level power 
   
   air, oceans, seas, water, or weather 
   
  Weather 
   
  Winter 
   
  Winterwoe 
   
  8th-level power 
   
   cold, seasons, or storms 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Several of the replacement domain spells and content referenced in the subdomain descriptions listed 
  below can be found in the Pathfinder® Roleplaying Game: Advanced Player’s Guide ™ (noted with a 1), or 
  the Pathfinder® Roleplaying Game: Ultimate Magic ™ sourcebook (noted with a 2).  
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
                    All Pathfinder® Roleplaying Game content published under the OGL can be found in the Pathfinder Roleplaying Game Reference Document. 
  
  3 
   
  ARMOR SUBDOMAIN 
  ASSOCIATED DOMAIN: War 
  REPLACEMENT POWER: The following granted power replaces the 8th-
  level weapon master power of the War domain. 
   
  Armor Master (Ex): At 8th level, you gain the Heavy Armor Proficiency 
  feat as a bonus feat. 
   
  REPLACEMENT DOMAIN SPELLS: 1st–shield of faith, 2nd–shield other, 
  5th–stoneskin, 6th–wall of iron 
   
  BEGGAR SUBDOMAIN 
  ASSOCIATED DOMAIN: Trickery 
  REPLACEMENT POWER: The following granted power replaces the 1st-
  level copycat power of the Trickery domain. 
   
  Beg (Ex): You can use the Survival skill to forage in urban environments. 
   
  REPLACEMENT DOMAIN SPELLS: 4th–charm monster, 9th–demand 
   
  CHANCE SUBDOMAIN 
  ASSOCIATED DOMAIN: Luck 
  REPLACEMENT POWER: The following granted power replaces the 6th-
  level good fortune ability of the Luck domain. 
   
  Fickle Favor (Su): As an immediate action, you may add your Charisma 
  modifier to your armor class and apply double your usual Charisma 
  bonus on Charisma-based skill checks for 1 round. When you use this 
  ability, you must have one hand free with which to call and flip a coin 
  (wearing a buckler or using a light shield leaves a hand free enough 
  for this purpose). If you lose the coin flip, your deity’s favor has worn 
  thin; you may not use this ability again for 24 hours. If you win the 
  coin flip, your divine fortune persists – for now – and you may use 
  this ability again. 
   
  REPLACEMENT DOMAIN SPELLS: 3rd–blink, 6th–geas/quest 
   
  ENLIGHTENMENT SUBDOMAIN 
  ASSOCIATED DOMAIN: Knowledge 
  REPLACEMENT POWER: The following granted power replaces the 6th-
  level remote viewing power of the Knowledge domain. 
   
  Illumination (Ex): At 6th level, you gain a +2 bonus to your Intelligence 
  score and you may apply your Intelligence bonus (if any) on Perception 
  and Sense Motive skill checks. 
   
  REPLACEMENT DOMAIN SPELLS: 2nd–fox’s cunning, 7th–greater scrying 
   
  FELLOWSHIP SUBDOMAIN 
  ASSOCIATED DOMAIN: Community 
  REPLACEMENT POWER: The following granted power replaces the 1st-
  level calming touch power of the Community domain. 
   
  All for One (Ex): As an immediate action, you may speak a few words 
  of cheer to create an aura of fellowship, centered on you and with a 
  radius of 30 feet. All allies within this aura who can see and hear you 
  are emboldened by your words, and may combine their effective Hit 
  Dice for the purposes of determining the DC of Intimidate skill checks 
  made to demoralize any individual member, or when determining 
  whether or not a cause fear, scare, or similar Hit Die-dependent fear 
  effect may affect any individual member. You can use this ability a 
  number of times per day equal to 3 + your Wisdom modifier. 
   
  REPLACEMENT DOMAIN SPELLS: 3rd–good hope, 8th–sympathy 
  HARVEST SUBDOMAIN 
  ASSOCIATED DOMAIN: Plant 
  REPLACEMENT POWER: You gain a bonus on Profession (farmer) skill 
  checks equal to half your class level, and the following granted power 
  replaces the 6th-level bramble armor power of the Plant domain. 
   
  Cornucopia (Su): At 6th level, you can bring forth an overflowing 
  cornucopia horn of ripe fruits and fresh vegetables. Each cornucopia 
  can feed a number of Small- or Medium-sized creatures equal to your 
  Wisdom modifier, providing sustenance to each equivalent to a full 
  meal. In addition, each cornucopia contains 2d4 pieces of enchanted 
  fruit, which function as goodberries, except that each fruit restores 2 
  points of damage when eaten. The fruits and vegetables called into 
  being by the cornucopia persist for 24 hours, unless consumed 
  before this time. Using this ability requires one uninterrupted minute 
  of prayer. You can use this ability once per day at 8th level, and one 
  additional time per day for every four levels beyond 8th. 
   
  REPLACEMENT DOMAIN SPELLS: 2nd–tree shape, 4th–repel vermin, 6th–
  liveoak, 9th–miracle 
   
  MAGMA SUBDOMAIN 
  ASSOCIATED DOMAIN: Fire 
  REPLACEMENT POWER: The following granted power replaces the 1st-
  level fire bolt power of the Fire domain. 
   
  Heat Stone (Su): As a standard action, you can sear stone surfaces 
  with a touch. This ability affects one 10-foot square, and you must be 
  able to touch at least one of the squares to be affected. Any creature 
  that comes into contact with the superheated stone takes 1d4 points 
  of fire damage +1 for every two cleric levels you possess. This effect 
  persists for 1 round. You can use this ability a number of times per 
  day equal to 3 + your Wisdom modifier. 
   
  REPLACEMENT DOMAIN SPELLS: 2nd–heat metal, 6th–summon monster 
  VI (fire spell only), 8th–wall of lava1 
   
  MIGHT SUBDOMAIN 
  ASSOCIATED DOMAIN: Strength 
  REPLACEMENT POWER: The following granted power replaces the 1st-
  level strength surge power of the Strength domain. 
   
  Mighty (Su): You may add your Constitution modifier to all Strength-
  based skill checks, and to your combat maneuver defense. 
   
  REPLACEMENT DOMAIN SPELLS: 3rd–rage, 4th–force punch2 
   
  MIST SUBDOMAIN 
  ASSOCIATED DOMAIN: Water 
  REPLACEMENT POWER: The following granted power replaces the 1st-
  level icicle power of the Water domain. 
   
  Mistcloak (Su): When you leave the area of an obscuring mist or fog 
  cloud effect, or any similar area of magical or natural mist or fog, you 
  may cloak yourself in the haze. The mists of the effect or spell cling to 
  you, granting you concealment even after you have left the area of 
  the effect. Any harmful effects inherent to the affected area (such as 
  the ongoing acid damage dealt by an acid fog effect) do not persist 
  with you. Each round that you spend outside of the affected area 
  reduces the miss chance granted by your mistcloak by 5%. 
   
  REPLACEMENT DOMAIN SPELLS: 5th–solid fog, 6th–wind walk, 8th–
  simulacrum 
  
  4 
   
  MORTALITY SUBDOMAIN 
  ASSOCIATED DOMAIN: Death 
  REPLACEMENT POWER: The following granted power replaces the 8th-
  level death’s embrace power of the Death domain. 
   
  Curse of Mortality (Su): At 8th level, you can cause an undead creature 
  within 30 feet to temporarily experience a fleeting moment of mortal 
  fault unless it succeeds on a Will save. Using this ability is a standard 
  action. An undead creature that fails its save loses all undead 
  immunities (ability damage and drain, energy drain, bleed damage, 
  nonlethal damage, death from massive damage, and death, disease, 
  mind-affecting, paralysis, poison, sleep, and stun effects) for 1 round. 
  The affected creature does not gain a Constitution or Intelligence 
  score if it did not have one before succumbing to this effect. 
     Most undead subjected to this ability experience gut-wrenching 
  memories of all that they have lost in unlife, and consider its use 
  offensive in the extreme. This is a curse effect. You can use this 
  ability a number of times per day equal to 3 + your Wisdom modifier. 
   
  REPLACEMENT DOMAIN SPELLS: 3rd–sands of time2, 6th–undeath to 
  death, 8th–symbol of death 
   
  QUEST SUBDOMAIN 
  ASSOCIATED DOMAIN: Travel 
  REPLACEMENT POWER: You gain a bonus on Knowledge (geography) skill 
  checks equal to half your class level, and the following granted power 
  replaces the 8th-level dimensional hop power of the Travel domain. 
   
  Onward (Ex or Sp): At 8th level, you gain a morale bonus equal to half 
  your class level on checks and saves made to endure a forced march, 
  to avoid getting lost, or to overcome dangers, hazards, and obstacles 
  of a natural and environmental nature (including avalanches, extreme 
  cold and heat, forest fires, quicksand, smoke, severe wind, storms, 
  and water dangers). 
     In addition, you can cast find the path, guidance, and know direction 
  as spell-like abilities usable once per day. 
   
  REPLACEMENT DOMAIN SPELLS: 3rd–obscure object, 6th–geas/quest, 
  9th–miracle 
   
  RUIN SUBDOMAIN 
  ASSOCIATED DOMAIN: Destruction 
  REPLACEMENT POWER: The following granted power replaces the 8th-
  level destructive aura power of the Destruction domain. 
   
  Aura of Decrepitude (Su): Unattended, non-magical objects within 30 
  feet of you take twice as much damage from attacks and effects 
  directed at or including them. Additionally, any spell targeting only 
  one or more unattended objects within 30 feet of you is affected as 
  though by the Empower Spell metamagic feat. 
   
  REPLACEMENT DOMAIN SPELLS: 1st–corrosive touch2, 4th–divine power, 
  6th–greater dispel magic 
   
  SPELL SUBDOMAIN 
  ASSOCIATED DOMAIN: Magic 
  REPLACEMENT POWER: The following granted power replaces the 1st-
  level hand of the acolyte power of the Magic domain. 
   
  Spell Lore (Su): You gain Spell Focus, or any one metamagic feat for 
  which you qualify, as a bonus feat. 
   
  REPLACEMENT DOMAIN SPELLS: 2nd–magic aura, 6th–analyze dweomer 
  STARLIGHT SUBDOMAIN 
  ASSOCIATED DOMAIN: Darkness 
  REPLACEMENT POWER: The following granted power replaces the 1st-
  level touch of darkness power of the Darkness domain. 
   
  Star’s Gift (Su): You gain Starlight Summons2 as a bonus feat. 
   
  REPLACEMENT DOMAIN SPELLS: 1st–faerie fire, 5th–mislead, 6th–veil, 
  9th–meteor swarm 
   
  STONE SUBDOMAIN 
  ASSOCIATED DOMAIN: Earth 
  REPLACEMENT POWER: The following granted power replaces the 1st-
  level acid dart power of the Earth domain. 
   
  Stoneshuffle (Ex): As a standard action, you can command loose stone 
  and rubble to roll and slide as you direct it. This ability can affect one 
  5-foot square of light or dense rubble, scree, or some other type of 
  stone-based difficult terrain (but never sand), which moves up to 30 
  feet to occupy a new square, as directed by you. You can use this 
  ability a number of times per day equal to 3 + your Wisdom modifier. 
   
  REPLACEMENT DOMAIN SPELLS: 2nd–stone call1, 8th–repel  stone (as repel 
  metal or stone, affecting stone only) 
   
  WARMTH SUBDOMAIN 
  ASSOCIATED DOMAIN: Sun 
  REPLACEMENT POWER: You gain a +4 sacred bonus on Fortitude saves 
  to resist the effects of extreme hot or cold temperatures. In addition, 
  the following granted power replaces the 1st-level sun’s blessing 
  power of the Sun domain. 
   
  Sun’s Warmth (Sp): You can use dispel magic as a spell-like ability a 
  number of times per day equal to 3 + your Wisdom modifier, but this 
  ability may only dispel or counter of spells with the cold descriptor. In 
  daylight, you gain a +4 bonus on dispel checks when using this ability. 
   
  REPLACEMENT DOMAIN SPELLS: 5th–fire shield, 6th–greater heroism 
   
  WINTER SUBDOMAIN 
  ASSOCIATED DOMAIN: Weather 
  REPLACEMENT POWER: The following granted power replaces the 8th-
  level lightning lord power of the Weather domain. 
   
  Winterwoe (Su): At 8th level, you can project a 30-foot aura of wintry 
  cold for a number of rounds per day equal to your class level. These 
  rounds do not need to be consecutive. Activating this ability is a free 
  action. All living creatures within the area of effect take an amount of 
  nonlethal cold damage equal to half your class level each round that 
  they remain inside this aura. A living creature with the Endurance 
  feat receives half damage from this effect. 
   
  REPLACEMENT DOMAIN SPELLS: 3rd–slow, 8th–polar ray 
   
  ZEPHYR SUBDOMAIN 
  ASSOCIATED DOMAIN: Air 
  REPLACEMENT POWER: The following granted power replaces the 1st-
  level lightning arc power of the Air domain. 
   
  Zephyr’s Swiftness (Su): You can touch a wiling creature as a standard 
  action, doubling its base speed for 1 round. You can use this ability a 
  number of times per day equal to 3 + your Wisdom modifier. 
   
  REPLACEMENT DOMAIN SPELLS: 1st–expeditious retreat, 6th–wind walk 
  
  5 
   
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  15. COPYRIGHT NOTICE 
  Open Game License v 1.0 © 2000, Wizards of the Coast, Inc.; System Reference Document. © 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 Core Rulebook. © 2009, Paizo Publishing, LLC; Author: 
  Jason Buhlman, based on material by Jonathan Tweet, Monte Cook, and Skip Williams. Advanced Player’s Guide. © 2010, Paizo Publishing, LLC; Author: Jason 
  Buhlman, based on material by Jonathan Tweet, Monte Cook, and Skip Williams. Pathfinder Roleplaying Game Ultimate Combat © 2011, Paizo Publishing, LLC; 
  Authors: Dennis Baker, Jesse Benner, Benjamin Bruck, Jason Buhlman, Brian J. Cortijo, Jim Groves, Tim Hitchcock, Richard A. Hunt, Colin McComb, Jason Nelson, 
  Tom Phillips, Patrick Renie, Sean K Reynolds, and Russ Taylor. Pathfinder Roleplaying Game Ultimate Magic. © 2011, Paizo Publishing. LLC; Authors: Jason Buhlman, 
  Tim Hitchcock, Colin McComb, Rob McCreary, Jason Nelson, Stephen Radney-MacFarland, Sean K Reynolds, Owen K.C. Stephens, and Russ Taylor. The Book of 
  Experimental Might. Copyright 2008, Monte J. Cook. All rights reserved. Tome of Horrors. Copyright 2002, Necromancer Games, Inc.; Authors: Scott Greene, with 
  Clark Peterson, Erica Balsley, Kevin Baase, Casey Christofferson, Lance Hawvermale, Travis Hawvermale, Patrick Lawinger, and Bill Webb; Based on original content 
  from TSR. Abandoned Arts Presents: Class Acts: Clerics. © 2012, Daron Woodson; Author: Daron Woodson, based on material by Jonathan Tweet, Monte Cook, and 
  Skip Williams. 
   
  CREDITS 
   
  Design and editing by Daron Woodson. 
   
  Open Game License v 1.0 © 2000, Wizards of the Coast, Inc. 
  Pathfinder is a registered trademark of Paizo Publishing, LLC, and the Pathfinder Roleplaying Game and the Pathfinder 
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