TEXT: Domains of the 
  Kingdom
  Ten New Nature Domains
  #84
  
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  The Book of Experimental Might. © 2008, Monte J. Cook. All rights reserved.
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  Based on original content from TSR.
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  original material by Gary Gygax.
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  original material by Roger Musson.
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  on original material by Roger Musson.
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  original material by Neville White.
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  Frog God Games; Author: Scott Greene, based on original material by Russell Cole.
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  Player Paraphernalia #84 Domains of the Kingdom (Ten New Nature Domains) © 2016, The Knotty-Works; 
  Authors: Maria Smolina, Jeff Gomez.
  d20pfsrd.com. Copyright 2010, John Reyst.
  
  1
  Player Paraphernalia #84
  By The Knotty-Works
  Welcome to issue eighty-four of  the Player 
  Paraphernalia series, short supplements designed to 
  offer players new options for use with the Pathfinder 
  RolePlaying Game (©Paizo, Inc.).   This issue presents 
  nine new animal domains and one new terrain domain 
  available for the druid or any nature-focused class 
  that grants access to domains.  This issue is the 
  culmination of  the work of  two fine authors, Maria 
  Smolina and Jeff  Gomez.  Maria’s contributions 
  include the preface and the bat, bear, elephant, firebird, 
  owl, taiga domains.  Jeff ’s contributions include the 
  preface, ape, boar, lion, and shark.
  Domains of the Kingdom
  Adventures of all kinds take place in a 
  variety of lands which often deserve druidic 
  traditions of their own, tightly related to local 
  terrain and fauna.  The druidic animal and 
  terrain domains help a lot in customizing such 
  traditions. This allows creating spellcasters 
  best suited to specific taiga woodlands 
  watched over by bear lords, or to warm 
  plains and jungles, dominated by elephant 
  herds. The new druid domains presented here 
  can also be used for clerics of thematically 
  appropriate deities or faiths.
  The druid’s totem animal archetypes allow a 
  druid to fully invest herself in a specific animal. 
  The following animal domains round out those 
  choices, providing an animal domain for 
  each remaining totem animal archetype.
  Note:  When using a domain spell to summon 
  one or more creatures, you are restricted to 
  the animal type specified by the domain.
  Ape Domain
  The long-armed strength and guile of the ape 
  serve as the model for your philosophy both 
  on and off the battlefield.
  Granted Powers
  Natural Grappler (Ex): You gain Improved 
  Grapple as a bonus feat even if you do not 
  have the normal prerequisites. In addition, 
  you do not suffer the standard -4 penalty to 
  Dexterity while grappled.
  Tree Climber (Ex): At 8th level, you gain the 
  ability to climb trees and structures with ease. 
  As a standard action, you may grant yourself 
  climb speed 30. You may use this ability a 
  number of minutes per day equal to your 
  druid level, in 1 minute increments. Dismissing 
  tree climber is a free action.
  Domain Spells: 1st—Long Arm, 2nd—Spider 
  Climb, 3rd—Mad Monkeys, 4th—Freedom of 
  Movement, 5th—Summon Nature’s Ally V (dire 
  ape or girallon only), 6th—Bull’s Strength, Mass, 
  Compatibility with the Pathfinder Roleplaying Game requires the Pathfinder Roleplaying Game from Paizo Inc.. See http://paizo.com/
  pathfinderRPG for more information on the Pathfinder Roleplaying Game. Paizo Inc. does not guarantee compatibility, and does not 
  endorse this product.
  Open Gaming License Copyright © 2007 Wizards of the Coast. All rights reserved, 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. 
  Some rights reserved.
  
  2
  7th—Animal Shapes (apes and monkeys only), 
  8th—Clenched Fist, 9th—Imprisonment.
  Bat Domain
  Your connection to bats grants you 
  exceptional perception and stealth, as well 
  as contacts with the Plane of Shadow.
  Granted Powers
  Familiar:  You gain 
  a bat familiar  Your 
  effective wizard 
  level for determining 
  the familiar’s abilities 
  is equal to your 
  class level.  Your 
  class level stacks 
  with other classes 
  that grant familiars 
  to determine the 
  familiar’s abilities as 
  well.
  Bat Squeak (Ex): As 
  a swift action, you 
  can emit a high-
  pitched noise that 
  allows you to scan 
  your surroundings 
  by listening to its 
  echoes. You gain 
  blindsense 30 feet for 1 round. You can use 
  this ability 3 times per day plus your Wisdom 
  modifier.
  Shadow Flight (Sp): At 6th level, you can use 
  shadow step up to three times per day, but 
  only while you can use flight (winged or any 
  magical effect such as fly). 
  Domain Spells: 1st—Glide, 2nd—Summon 
  Swarm (bats only), 3rd—Deeper Darkness, 
  4th—Echolocation, 5th—Commune with Nature 
  (underground only), 6th—Shadow Walk, 7th—
  Animal Shapes (bats only), 8th—Moment of 
  Prescience, 9th—Shades.
  Bear Domain
  You wield ancient magic of the bears, mighty 
  lords of northern woodlands.
  Granted Powers
  Forest Lord (Ex): You get a bonus equal to 
  ½ your druid level to any wild empathy, 
  Diplomacy or Intimidate checks made 
  against animals and fey who are smaller than 
  your current size.
  Grizzly Might (Su): At 8th level, whenever you 
  assume form of any bear (by using wildshape, 
  spells, lycanthropic shapechange powers and 
  so on), you also get +2 bonus to your natural 
  armor for as long as you remain in this shape. 
  At 10th level, you also get Improved Natural 
  Attack feat for your bear form claw attacks. 
  At 12th level, you also get Improved Natural 
  Attack feat for your bear form bite attacks.
  Domain Spells: 1st—Magic Fang, 2nd—Bear’s 
  Endurance, 3rd—Summon Nature’s Ally III 
  (young grizzly bear only), 4th—Atavism, 5th—
  Righteous Might*, 6th—Bear’s Endurance, 
  Mass, 7th—Summon Nature’s Ally VII (giant 
  advanced dire bear only), 8th—Frightful 
  Aspect, 9th—Create Demiplane**.
  *DR 5/silver instead of 5/evil or 5/good
  **demiplanes must have bountiful, seasonal 
  planar traits with a wilderness-themed 
  structure.
  Boar Domain
  You are as unkillable and unstoppable as the 
  boar, a beast which uses momentum and 
  ferocity to run down its enemies. 
  Granted Powers
  Tough Hide (Ex): You gain Toughness as 
  a bonus feat. Whenever you suffer bleed 
  damage, the bleed damage is reduced by 1 
  point.
  Bloody Charge (Ex): At 6th level, your charge 
  attacks gain a measure of vicious savagery. 
  When you deal damage with a charge 
  attack, you also inflict d6 bleed damage. This 
  bleed damage increases by 1d6 for every 6 
  levels thereafter.
  Domain Spells: 1st—Magic Fang, 2nd—Mud 
  Buddy, 3rd—Swarm of Fangs, 4th—Strong Jaw, 
  5th—Tireless Pursuers, 6th—Find the Path, 7th—
  
  3
  Epidemic, 8th—Protection from Spells, 9th—
  Clashing Rocks.
  Elephant Domain 
  You share the natural might and deep serene 
  wisdom of the elephants.
  Granted Powers
  Elephantine 
  Stomp (Ex): You 
  stomp your foot 
  with elephant-like 
  force, sending 
  a wave that 
  travels along the 
  ground, toppling 
  all creatures within 
  20 feet radius from 
  you. Creatures that 
  fail their Reflex saves 
  fall prone, and 
  take 1d4 points of 
  nonlethal damage. 
  The save DC is 10 + 
  ½ of your druid level + your Wisdom modifier. 
  You may use this ability a number of times 
  per day equal to your Strength modifier +1 
  (minimum of 1/day).
  Elephantine sturdiness (Ex): At 4th level, you 
  get Toughness as a bonus feat. At 8th level, 
  you also get a choice of Improved Great 
  Fortitude or Improved Iron Will as a bonus 
  feat. 
  Domain Spells: 1st—Ant Haul, 2nd—Bull’s 
  Strength, 3rd—Greater Magic Fang, 4th—Divine 
  Power, 5th—Serenity, 6th—Owl’s Wisdom, Mass, 
  7th—Vision, 8th—Animal Shapes (elephants, 
  mammoths, mastodons only), 9th—Create 
  Demiplane**.
  **demiplanes must have bountiful, seasonal 
  planar traits with a wilderness-themed 
  structure.
  Firebird Domain
  Most believe a common red-feathered bird 
  to be your totem animal, yet you know the 
  source of your fire- and life-related powers is 
  the legendary mighty phoenix.
  Granted Powers
  Fiery Feathers (Sp): When you use any 
  Summon Monster or Summon Nature’s Ally 
  spell to conjure an avian, you may apply the 
  fiery creature simple monster template to the 
  summoned creature in place of any other 
  template (if another template is indicated).
  Fiery Forms (Ex): At 4th level, you can choose 
  to temporarily apply the fiery creature simple 
  monster template to yourself whenever you 
  take on the form of an avian that has no 
  other templates when you use your wildshape 
  ability.
  Domain Spells: 1st—Burning Hands, 2nd—Lesser 
  Restoration, 3rd—Fireball, 4th—Restoration, 5th—
  Breath of Life, 6th—Contagious Flame, 7th—Fire 
  Storm, 8th—Sunburst, 9th—Summon Nature’s 
  Ally IX (young phoenix only).
  Lion Domain
  You resonate with the proud king of the 
  animals, a majestic beast that inspires both 
  fear and respect.
  Granted Powers
  Roar (Ex): Your roar is a terrifying thing, used to 
  inspire fear in your enemies. You gain Dazzling 
  Display as a bonus feat, and may make a 
  dazzling display using only your voice.
  Pounce (Ex): At 8th level, once per day you 
  may make a full attack when you make a 
  charge as if you had the pounce special 
  ability. You may pounce one additional 
  time per day at 11th level and every 3 levels 
  thereafter.
  Domain Spells: 1st—Jump, 2nd—Chameleon 
  Stride, 3rd—Haste, 4th—Summon Nature’s Ally 
  IV (lion only), 5th—Summon Nature’s Ally V 
  (dire lion only), 6th—Find the Path, 7th—True 
  seeing, 8th—Charm Monster, Mass, 9th—
  Overwhelming Presence.
  Owl Domain 
  Your skillful insights and nocturnal senses are 
  drawn from your connection to the graceful 
  owl. 
  
  4
  Granted Powers
  Familiar:  You gain 
  an owl familiar  Your 
  effective wizard level 
  for determining the 
  familiar’s abilities is 
  equal to your class 
  level.  Your class level 
  stacks with other 
  classes that grant 
  familiars to determine 
  the familiar’s abilities 
  as well. 
  Silent Flight (Ex): 
  Stealth is always a 
  class skill for you. You 
  get ½ your druid level 
  (minimum 1) as a bonus to any Stealth checks 
  made while flying (winged or magical).
  Night Summoner (Sp): At 6th level, whenever 
  you summon creatures using any summon 
  spell into an area of dim light or any kind of 
  darkness, the creatures gain the Blind-Fight 
  feat and a +5 bonus to Perception checks; 
  their natural weapons are treated as silver for 
  overcoming damage reduction.  At 10th level, 
  the creatures also gain darkvision 60 feet, and 
  their natural weapons are treated as cold iron 
  for overcoming damage reduction.  
  Domain Spells: 1st—Keen Senses, 2nd—Owl’s 
  Wisdom, 3rd—Fly, 4th—Scrying, 5th—Summon 
  Nature’s Ally (giant owl only), 6th—True 
  Seeing, 7th— Greater Scrying, 8th— Moment of 
  Prescience, 9th—Foresight.
  Shark Domain
  You draw power from the cold predator in 
  the depths, ever hungry for blood and flesh.
  Granted Powers
  Blood Scent (Ex): You gain the ability to smell 
  blood from far away. As a standard action, 
  you may grant yourself the scent special 
  ability. While scent is active, you may also 
  smell spilled blood or a wounded creature up 
  to 100 feet away (this range increases to 300 
  feet while in water). You may use this ability 
  a number of minutes per day equal to your 
  druid level, in 1 minute increments. Dismissing 
  blood scent is a free action.
  Gills (Ex): At 8th level, you sprout visible gills on 
  the side of your neck and gain the ability to 
  breath water freely. You do not lose the ability 
  to breathe air. 
  Domain Spells: 1st—Air Bubble, 2nd—Slipstream, 
  3rd—Water Breathing, 4th—Freedom of 
  Movement, 5th—Nightmare, 6th—Freezing 
  Sphere, 7th—Control Weather, 8th—Seamantle, 
  9th—Power Word Kill.
  Taiga Domain
  You call upon powers and spirits of the grim 
  northern taiga hills and woodlands.
  Granted Powers
  Spirit Summoning (Su): Once per day, you 
  may perform a 10-minute ritual to tap into the 
  power and insight of the taiga spirits. These 
  spirits provide you one of the following spell 
  effects: bless, endure elements, protection 
  from evil, protection from good, or see 
  invisibility. The effects of a spirit summoning 
  persist for 1 hour per class level.
  Greater Spirit Summoning (Su): At 6th level, 
  your spirit summoning power also grants you 
  +4 resistance bonus to your saving throws 
  against enchantment and illusion spells. Its 
  effects now last for 2 hours per class level, with 
  the maximum of 24 hours.
  Domain Spells: 1st—Longstrider, 2nd—Forest 
  Friend, 3rd—Burst of Nettles, 4th—Arboreal 
  Hammer, 5th—Commune with Nature, 6th—
  Find the Path, 7th—Siege of Trees, 8th—Mass 
  Atavism, 9th—Create Demiplane**.
  **demiplanes must have bountiful, seasonal 
  planar traits with a wilderness-themed 
  structure.
  Images are from the New York Public Library 
  Digital Collection public domain, reworked 
  and modified for use in this supplement.
  
  Other Knotty Works 
  Pathfinder compatible 
  products
  If you enjoyed this product, please check out these other Path-
  finder supplements produced by the Knotty Works.  
  Each of the Spell Works Compendiums offer over 
  fifty new and unique spells.  Advancing with Class 
  supplements offer new abilities for existing classes 
  or introduce a new class with unique mechanics 
  for the Pathfinder game.
  
SOURCE: textdata/thevault/Pathfinder/1st Edition/3rd Party/Knotty-Works/Player Paraphernalia 84 - Domains of the Kingdom (Nature Domains).pdf