TEXT: 1
  E
  xalted Domains are a new option that grants 
  clerics (and potentially other divine spellcasters) 
  a truly special and unique connection to one 
  aspect of their deity’s power in exchange for one of 
  their domains. Rather than draw bonus powers and 
  spells from two domains, the cleric with an Exalted 
  domain has a greater focus on a single domain, and 
  can utilize powers not available to any other character. 
  Exalted domains can be used to create clerics with a 
  special place of honor within the church, a renegade 
  who might be seen as a heretic by the organized 
  worship of his deity, or a unique foe that has a surprise 
  in store for the PCs.
  The Genius Guide to Exalted Domains of Storms and 
  Savagery focuses on the domains most often associated 
  with gods of the primal forces of nature, such as 
  storms, plants, animals, and fire. If you want to create 
  a specially blessed defender of the forests, an untamed 
  master of flame, or a sage speaker for the sun and 
  moon, these Exalted domains provide a quick, easy, 
  balanced method for doing so.
  GaininG ExaltEd domains
  The normal method of obtaining an Exalted domain 
  is for a newly created 1st-level cleric to select one 
  Exalted domain instead of the normal two standard 
  domains. This method is the default method for 
  gaining an Exalted domain because it is the easiest way 
  to add Exalted domains and requires the least amount 
  of work for the GM. We take a look at some alternative 
  ways for characters to gain and use Exalted domains in 
  the “Exalted Druids and Focused Inquisitors” section, 
  near the end of the product.
  The GM has a number of options when adding 
  Exalted domains to an ongoing campaign. Most simply, 
  players with existing cleric characters can be allowed 
  
  2
  the opportunity to rewrite the characters using 
  the Exalted domain they would have wanted 
  when the characters were first created. If more 
  internal campaign realism and believability is 
  desired, the GM can instead tie the acquisition 
  of an Exalted domain later in the cleric’s career 
  to a specific campaign event, treating it almost 
  like a campaign reward. Although this should 
  still require the cleric to give up one domain to 
  make the other Exalted, with a little work a GM 
  can make this process feel like a step up to the 
  player.
  For example, Jane is playing Fiona, a 9th-
  level cleric of Lady Winter, the neutral deity of 
  cold and creatures of the far north. Fiona has 
  the Fur subdomain (of the Animal domain), 
  and the Ice subdomain (of the Water domain). 
  The GM decides to add Exalted domains to the 
  campaign, and Jane indicates she is interested 
  in having Fiona give up the Ice subdomain to 
  gain the Exalted subdomain of Fur. Rather than 
  just have Jane rewrite Fiona, the GM indicates 
  that he intends to provide a story-based reason 
  to allow for the change, and Jane says she’s 
  willing to wait for it.
  At the next game session, Fiona and her 
  companions defeat a powerful giant thane, and 
  Fiona discovers the giant’s meadhall contains 
  a desecrated chapel to Lady Winter. Upon 
  cleaning, repairing, and consecrating the chapel, 
  Lady Winter appears to Fiona in a vision. The 
  deity informs her servant that as a reward for 
  reclaiming this historic chapel, Fiona can take 
  the title Wolf of the North. The GM tells Jane 
  that becoming the Wolf of the North would 
  cause Fiona to give up the Ice subdomain to gain 
  the Exalted Fur subdomain. Jane takes this 
  option, and although the character retains 
  character balance as a result of losing the Ice 
  subdomain, within the campaign’s story the 
  Wolf of the North has received an important 
  promotion.
  ExaltEd domains
  Each Exalted domain grants all the spells 
  and abilities from the standard domain as 
  listed in the Pathfinder Roleplaying Game Core 
  Rulebook except where specifically noted in 
  the descriptions below. An Exalted version 
  of a specific domain power listed in a given 
  Exalted domain description replaces the 
  corresponding standard power from the 
  Pathfinder Roleplaying Game Core Rulebook.
  In 
  addition 
  to 
  replacing 
  existing 
  domain powers with more powerful, 
  Exalted versions, each Exalted domain 
  also grants entirely new powers, which are 
  detailed in their respective Exalted domain 
  descriptions.
  Players of clerics with an Exalted 
  domain, sometimes referred to simply as 
  Exalted clerics, are strongly encouraged to 
  roleplay this important aspect of the cleric’s 
  faith whenever possible. Clerics with the 
  Exalted Healing domain, for example, might 
  insist on healing all wounded creatures, 
  including captured enemies—such a cleric 
  might even follow a code similar to the 
  Hippocratic Oath. A cleric with the Exalted 
  War domain might refuse to ever back down 
  from physical combat while a cleric with the 
  Exalted Travel domain might constantly 
  urge his companions to be on the move, 
  never wanting to remain in one place for too 
  long.
  Clerics choosing the Good, Evil, Law, 
  or Chaos Exalted domains must have that 
  component in their alignment. In other 
  words, a cleric with the Exalted Good 
  domain must be lawful good, chaotic good, 
  or neutral good; a cleric with the Exalted 
  Law domain must be lawful good, lawful 
  evil or lawful neutral, and so on.
  WhErE arE thE rEst 
  of thE domains?
  The Genius Guide to Exalted Domains of Storms 
  and Savagery covers only about a third of 
  all the available domains and subdomains, 
  focusing on those with emphasis on forces 
  of nature, the elements, and weather. The 
  remaining domains from the Pathfinder 
  Roleplaying Game Core Rulebook, Advanced 
  Player’s Guide, and various Genius Guide 
  products can be found in either the Genius 
  Guide to Exalted Domains of War and Ruin, 
  or the Genius Guide to Exalted Domains of 
  Light and Lore (both now available). Each 
  of these three books can stand entirely on 
  its own, or they can be combined to form a 
  broader network of fully compatible rules. 
  When more domains become available, 
  they’ll receive the Exalted treatment in 
  future books, either as part of one of the 
  Genius Guides to specific magic themes, or 
  in a fourth Genius Guide to Exalted Domains 
  of . . . product. 
  
  3
  SpontaneouS Domain SpellS
  Exalted domains grant the ability to 
  channel stored spell energy into domain 
  spells that the cleric did not prepare ahead 
  of time. The cleric can “lose” any prepared 
  cleric spell to cast any domain spell of the 
  same spell level or lower from his Exalted 
  domain spell list spontaneously. The ability 
  to cast domain spells spontaneously is in 
  addition to the standard cleric ability to cast 
  cure or inflict spells spontaneously. Clerics 
  with an Exalted domain also still receive 
  one spell slot per spell level (other than 0) to 
  prepare a spell from their Exalted domain 
  spell list.
  exalteD SubDomainS
  The Advanced Player’s Guide introduces 
  the concept of cleric subdomains. These 
  optional rules allow for more tightly 
  focused areas of clerical worship and 
  power. Just as every core domain has a 
  number of subdomains associated with it, 
  every Exalted domain has the same Exalted 
  subdomains. 
  Each 
  Exalted 
  subdomain 
  replaces both a granted power and a number 
  of spells in the Exalted subdomain’s granted 
  spell list. Spells marked with an asterisk (*) 
  are detailed in the Advanced Player’s Guide. 
  For a cleric to choose an Exalted subdomain 
  instead of a standard Exalted domain, the 
  cleric’s deity must normally grant both the 
  domain and its subdomain.
  An Exalted subdomain is treated as 
  equivalent to its associated core Exalted 
  domain for any effect or prerequisite based 
  on domains. Except as detailed here, Exalted 
  subdomains follow the rules for normal 
  subdomains as established in the Advanced 
  Player’s Guide. The Exalted subdomains are 
  listed with their associated Exalted domain. 
  In cases where a subdomain is associated 
  with more than one domain (such as the 
  demon subdomain), two variants of the 
  subdomain are given, each listed with the 
  domain tied to that variant.
  To 
  create 
  an 
  Exalted 
  subdomain, 
  combine the changes and new powers 
  from the appropriate Exalted domain, 
  the replacement powers and new domain 
  spells given in the associated subdomain 
  from the Advanced Player’s Guide, and any 
  additional changes detailed below in the 
  associated Exalted subdomain. If a replacement 
  Exalted subdomain power is detailed here, it 
  replaces the one given in the normal Advanced 
  Player’s Guide subdomain. If no replacement 
  Exalted subdomain power is detailed, use the 
  replacement subdomain power listed in the 
  Advanced Player’s Guide instead. In both cases, 
  use the replacement domain spells listed in the 
  Advanced Player’s Guide.
  
  4
  Some GMs might want to further focus 
  some of the other abilities of a given Exalted 
  subdomain. For example, two of the new 
  abilities granted in the Exalted Animal domain 
  are animal companion and animal shape. A 
  GM might decide that clerics with the Exalted 
  Feather subdomain are limited to only a bird 
  or other flying creatures for both an animal 
  companion and when using animal shape.
  ExaltEd domains of 
  storms and savaGEry
  exalteD air Domain
  Exalted Lightning Arc (Sp): As a standard 
  action, you can unleash an arc of electricity 
  targeting any foe within 30 feet of you as a 
  ranged touch attack. This arc of electricity deals 
  1d6 points of electricity damage + 1 point for 
  every cleric level you possess. You can use this 
  ability a number of times per day equal to 6 + 
  your Wisdom modifier. This ability replaces the 
  normal lightning arc ability gained from the air 
  domain.
  Elemental Channel (Ex): At 4th level, you gain 
  Elemental Channel (air) as a bonus feat.
  Air Spell Mastery (Sp): At 12th level, add +2 
  to the effective caster level of all spells you cast 
  with the air descriptor. Add an additional +1 for 
  every four cleric levels thereafter.
  exalteD air SubDomainS
  exalteD ClouD SubDomain
  Combine the changes and powers of the 
  Exalted Air domain with the Cloud subdomain 
  to create the Exalted Cloud subdomain.
  exalteD WinD SubDomain
  Combine the changes and powers of 
  the Exalted Air domain with the Wind 
  subdomain to create the Exalted Wind 
  subdomain. Replace the wind blast power 
  of the Wind subdomain with the exalted 
  wind blast power below.
  Exalted Wind Blast (Su): As a standard 
  action, you can unleash a blast of air in a 
  30-foot line + 5 additional feet for every 3 
  cleric levels you possess. Make a combat 
  maneuver check against each creature in 
  the line, using your caster level as your base 
  attack bonus and your Wisdom modifier in 
  place of your Strength modifier. Treat the 
  result as a bull rush attempt. You can use 
  this ability a number of times per day equal 
  to 6 + your Wisdom modifier.
  exalteD animal Domain
  Exalted Speak with Animals (Sp): You can 
  speak with animals, as per the spell, for a 
  number of rounds per day equal to 6 + your 
  cleric level.
  Wild Empathy (Ex): You gain Wild 
  Empathy as the druid ability (treat your 
  cleric level as your druid level).
  Animal Companion (Ex): At 4th level, you 
  gain the service of an animal companion. 
  Your effective druid level for this animal 
  companion is equal to your cleric level.
  Animal Affinity (Ex): At 8th level, you 
  gain Animal Affinity as a bonus feat.
  Animal Shape (Su): At 12th level, you 
  gain the ability to turn into a creature of the 
  animal type (size Tiny through Huge) and 
  back again once per day. The effect lasts 1 
  hour per 2 cleric levels, or until you change 
  back. You can use this ability one additional 
  time per day for every four additional cleric 
  levels.
  This is otherwise identical to the 8th-
  level druid’s Wild Shape ability.
  exalteD animal SubDomainS 
  exalteD Feather SubDomain
  Combine the changes and powers of the 
  Exalted Animal domain with the Feather 
  subdomain to create the Exalted Feather 
  subdomain. Replace the eyes of the hawk 
  power of the Feather subdomain with the 
  exalted eyes of the hawk power below.
  Exalted Eyes of the Hawk (Ex): You gain 
  a racial bonus on Perception checks equal 
  to your cleric level –3 (minimum +1). In 
  addition, if you can act during a surprise 
  round, you receive a +4 racial bonus on your 
  initiative check.
  exalteD Fur SubDomain
  Combine the changes and powers 
  of the Exalted Animal domain with the 
  Fur subdomain to create the Exalted Fur 
  subdomain. Replace the predator’s grace 
  power of the Fur subdomain with the exalted 
  predator’s grace power below.
  Exalted Predator’s Grace (Su): You can, as a 
  swift action, grant yourself a +10-foot bonus 
  to your movement rate for 1 round. This 
  bonus increases by 5 feet for every 4 cleric 
  levels you possess. In addition, you gain 
  
  5
  low-light vision for 1 round. If you already 
  possess low-light vision, the range of your 
  sight becomes three times that of a human. 
  You can use this ability a number of times 
  per day equal to 6 + your Wisdom modifier.
  exalteD DarkneSS Domain
  Exalted Touch of Darkness (Sp):  As a melee 
  touch attack, you can cause a creature’s 
  vision to be fraught with shadows and 
  darkness. The creature touched treats all 
  other creatures as if they had concealment, 
  suffering a 20% miss chance on all attack 
  rolls. This effect lasts for a number of rounds 
  equal to your cleric level –2 (minimum 1 
  round). You can use this ability a number 
  of times per day equal to 6 + your Wisdom 
  modifier.
  Darkvision (Ex): At 4th level, you gain 
  darkvision 60 feet. If you already have 
  darkvision, the range increases by 30 feet.
  Improved Darkness Spells (Sp): At 12th 
  level, add +2 to the effective caster level of all 
  spells you cast with the darkness or shadow 
  descriptor. Add an additional +1 for every 4 
  additional cleric levels thereafter.
  exalteD DarkneSS SubDomainS 
  exalteD loSS SubDomain
  Combine the changes and powers of 
  the Exalted Darkness domain with the 
  Loss subdomain to create the Exalted Loss 
  subdomain.
  exalteD night SubDomain
  Combine the changes and powers of the 
  Exalted Darkness domain with the Night 
  subdomain to create the Exalted Night 
  subdomain. Replace the night hunter power 
  of the Night subdomain with the exalted 
  night hunter power below.
  Exalted Night Hunter (Su): As a standard 
  action, you can blend into the shadows of the 
  night, becoming nearly invisible. As long as 
  you are in an area of dim light or darkness, 
  you are invisible (as per invisibility) to 
  creatures without darkvision. This ability 
  lasts for a number of rounds equal to your 
  cleric level. You can use this ability for a 
  number of times per day equal to 6 + your 
  Wisdom modifier.
  exalteD earth Domain
  Exalted Acid Dart (Sp): As a standard 
  action, you can unleash an acid dart 
  targeting any foe within 30 feet of you as 
  a ranged touch attack. This acid dart deals 
  1d6 points of acid damage + 1 point for 
  every cleric level you possess. You can use 
  this ability a number of times per day equal 
  to 6 + your Wisdom modifier.
  Elemental Channel (Ex): At 4th level, you 
  gain Elemental Channel (earth) as a bonus 
  feat.
  Earth Spell Mastery (Sp): At 12th level, 
  add +2 to the effective caster level of all 
  spells you cast with the earth descriptor. 
  Add an additional +1 for every 4 additional 
  cleric levels thereafter.
  exalteD earth SubDomainS 
  exalteD CaveS SubDomain
  Combine the changes and powers of the 
  Exalted Earth domain with the Caves subdomain 
  to create the Exalted Caves subdomain.
  exalteD metal SubDomain
  Combine the changes and powers of the 
  Exalted Earth Domain with the Metal subdomain 
  to create the Exalted Metal subdomain. Replace 
  the metal fist power of the Metal subdomain 
  with the exalted metal fist power below.
  
  6
  Exalted Metal Fist (Su): As a swift action, 
  you can turn your fists into metal for 1 round, 
  allowing you to make unarmed strikes that 
  deal 1d6 points of bludgeoning damage + your 
  Strength modifier + 1 point for every cleric level 
  you possess. These unarmed strikes do not 
  provoke attacks of opportunity, but attacking 
  with both uses the two-weapon fighting rules 
  as normal. In addition, these unarmed strikes 
  ignore the hardness of items with a hardness 
  of 10 or less. You can use this ability a number 
  of times per day equal to 6 + your Wisdom 
  modifier.
  exalteD Fire Domain
  Exalted Fire Bolt (Sp): As a standard action, 
  you can unleash a scorching bolt of divine fire 
  from your outstretched hand. You can target 
  any single foe within 30 feet of you as a ranged 
  touch attack with this bolt of fire. If you hit the 
  foe, the fire bolt deals 1d6 points of fire damage 
  + 1 point for every cleric level you possess. You 
  can use this ability a number of times per day 
  equal to 6 + your Wisdom modifier.
  Elemental Channel (Ex): At 4th level, you gain 
  Elemental Channel (fire) as a bonus feat.
  Fire Spell Mastery (Sp): At 12th level, add +2 
  to the effective caster level of all spells you cast 
  with the fire descriptor. Add an additional +1 
  for every 4 additional cleric levels thereafter.
  exalteD Fire SubDomainS 
  exalteD aSh SubDomain
  Combine the changes and powers of the 
  Exalted Fire domain with the Ash subdomain 
  to create the Exalted Ash subdomain.
  exalteD Smoke SubDomain
  Combine the changes and powers of 
  the Exalted Fire domain with the Smoke 
  subdomain to create the Exalted Smoke 
  subdomain. Replace the cloud of smoke 
  power of the Smoke subdomain with the 
  exalted cloud of smoke power below.
  Exalted Cloud of Smoke (Su): As a standard 
  action, you can create a 10-foot-radius cloud 
  of smoke. This power has a range of 30 feet. 
  Creatures inside the cloud take a –2 penalty 
  on attack rolls and Perception skill checks 
  for as long as they remain inside and for 1 
  round after exiting the cloud. You do not take 
  these penalties if you are inside this smoke. 
  Creatures inside the cloud gain concealment 
  from attacks made by opponents that are 
  not adjacent to them. You can use this ability 
  a number of times per day equal to 6 + your 
  Wisdom modifier.
  exalteD luCk Domain
  Exalted Bit of Luck (Sp): You can touch a 
  willing creature as a standard action, giving 
  it a bit of luck. For the next 2 rounds, any 
  time the recipient rolls a d20, he can roll 
  twice and take the more favorable result. 
  You can use this ability a number of times 
  per day equal to 6 + your Wisdom modifier.
  Improved Initiative (Ex): At 4th level, you 
  gain Improved Initiative as a bonus feat.
  Divine Luck (Su): At 12th level, you gain a 
  permanent +2 luck bonus to all three of your 
  saving throws.
  exalteD luCk SubDomainS 
  exalteD CurSe SubDomain
  Combine the changes and powers of 
  the Exalted Luck domain with the Curse 
  subdomain to create the Exalted Curse 
  subdomain. Replace the malign eye power of 
  the Curse subdomain with the exalted malign 
  eye power below.
  Exalted Malign Eye (Su): As a standard 
  action, you can afflict one target within 30 
  feet of you with your malign eye, causing 
  it to take a –3 penalty on all saving throws 
  against your spells. The effect lasts for 1 
  minute or until the target hits you with an 
  attack. You can use this ability for a number 
  of times per day equal to 6 + your Wisdom 
  modifier.
  exalteD Fate SubDomain
  Combine the changes and powers of 
  the Exalted Luck domain with the Fate 
  subdomain to create the Exalted Fate 
  subdomain.
  exalteD plant Domain
  Exalted Wooden Fist (Su): As a free action, 
  your hands can become as hard as wood, 
  covered in tiny thorns. While you have 
  wooden fists, your unarmed strikes do not 
  provoke attacks of opportunity, they deal 
  lethal damage, and they gain a bonus on 
  damage rolls equal to your cleric level. You 
  can use this ability for a number of rounds 
  per day equal to 6 + your Wisdom modifier
  Plant Protection (Su): At 4th level, you 
  gain a +2 bonus on saving throws versus any 
  spell or effect that utilizes or targets plants. 
  
  7
  In addition, you can move through any 
  sort of undergrowth at your normal speed 
  without taking damage or suffering any 
  other impairment, as the druid Woodland 
  Stride ability.
  Plant Shape (Su): At 12th level, you gain 
  the ability to turn into any creature of the 
  plant type (size Tiny to Huge) and back 
  again once per day. The effect lasts 1 hour 
  per two cleric levels, or until you change 
  back. You can use this ability one additional 
  time per day for every four additional cleric 
  levels.
  This is otherwise identical to the 12th-
  level Wild Shape druid ability.
  exalteD plant SubDomainS 
  exalteD DeCay SubDomain
  Combine the changes and powers of 
  the Exalted Plant domain with the Decay 
  subdomain to create the Exalted Decay 
  subdomain.
  exalteD groWth SubDomain
  Combine the changes and powers of 
  the Exalted Plant domain with the Growth 
  subdomain to create the Exalted Growth 
  subdomain. Replace the enlarge power of 
  the Growth subdomain with the exalted 
  enlarge power below.
  Exalted Enlarge (Su): As a swift action 
  you can enlarge yourself as if you were the 
  target of the enlarge person spell. You can use 
  this ability a number of times per day equal 
  to 6 + your Wisdom modifier.
  exalteD Water Domain
  Exalted Icicle (Sp): As a standard action, 
  you can fire an icicle from your finger, 
  targeting any foe within 30 feet of you as 
  a ranged touch attack. The icicle deals 1d6 
  points of cold damage + 1 point for every 
  cleric level you possess. You can use this 
  ability a number of times per day equal to 6 
  + your Wisdom modifier.
  Elemental Channel (Ex): At 4th level, you 
  gain Elemental Channel (water) as a bonus 
  feat.
  Water Spell Mastery (Sp): At 12th level, 
  add +2 to the effective caster level of all 
  spells you cast with the water descriptor. 
  Add an additional +1 for every four additional 
  cleric levels thereafter.
  exalteD Water SubDomainS 
  exalteD iCe SubDomain
  Combine the changes and powers of the 
  Exalted Water domain with the Ice subdomain 
  to create the Exalted Ice subdomain.
  exalteD oCeanS SubDomain
  Combine the changes and powers of 
  the Exalted Water domain with the Oceans 
  subdomain to create the Exalted Oceans 
  subdomain. Replace the surge power of the 
  Oceans subdomain with the exalted surge 
  power below.
  
  8
   
  Exalted Surge (Su): As a standard action, 
  you can cause a mighty wave to appear that 
  pushes or pulls a single creature. Make a 
  combat maneuver check against the target, 
  using your cleric level + your Wisdom modifier 
  as your CMB. If successful, you can pull or push 
  the creature as if using the bull rush or drag* 
  combat maneuver. You can use this ability 
  a number of times per day equal to 6 + your 
  Wisdom modifier.
  *This maneuver is described in the Advanced 
  Player’s Guide.
  exalteD Weather Domain
  Exalted Storm Burst (Sp): As a standard 
  action, you can create a storm burst targeting 
  any foe within 30 feet as a ranged touch attack. 
  The storm burst deals 1d6 points of nonlethal 
  damage + 1 point for every cleric level you 
  possess. In addition, the target is buffeted by 
  winds and rain, causing it to take a –2 penalty 
  on attack rolls for 1 round. You can use this 
  ability a number of times per day equal to 6 + 
  your Wisdom modifier
  Mass Storm (Sp): At 4th level, you can affect 
  all enemies in a 30-foot radius, centered on you, 
  with your exalted storm burst once per day. You 
  can use this ability one additional time per day 
  for every four additional cleric levels.
  Shocking Burst (Su): At 12th level, you can 
  touch a weapon and give it the shocking burst 
  special ability. This effect lasts for a number of 
  rounds per day equal to your cleric level. These 
  rounds do not need to be consecutive. You 
  can use this ability once per day at 12th level 
  and one additional time per day for every four 
  additional cleric levels.
  exalteD Weather SubDomainS
  exalteD SeaSonS SubDomain
  Combine the changes and powers of the 
  Exalted Weather domain with the Seasons 
  subdomain to create the Exalted Seasons 
  subdomain. Replace the untouched by the 
  seasons power of the Seasons subdomain 
  with the exalted untouched by the seasons 
  power below. Also replace mass storm with 
  mass untouched below.
  Exalted Untouched by the Seasons (Su): 
  By touching a creature, you can grant it the 
  benefits of endure elements, which last for 1 
  hour per cleric level. You can use this ability 
  a number of times per day equal to 6 + your 
  Wisdom modifier.
  Mass Untouched (Su): At 4th level, you 
  can affect all allies in a 30-foot radius, 
  centered on you, with exalted untouched by 
  the seasons once per day. You can use this 
  ability one additional time per day for every 
  four additional cleric levels.
  exalteD StormS SubDomain
  Combine the changes and powers of the 
  Exalted Weather domain with the Storms 
  subdomain to create the Exalted Storms 
  subdomain.
  supEr GEnius 
  ExaltEd domains
  For fans of other Super Genius products, 
  presented here are Exalted versions of 
  domains from the following Super Genius 
  guides: 
  Attunement 
  domain 
  (Crystal 
  Magic); Cold Iron domain (Earth Magic); 
  Ice domain (Ice Magic); Sleep domain 
  (Dream Magic); Wind domain (Air Magic) .
  exalteD ColD iron Domain
  Iron Aura (Su): You can imbue one touched 
  weapon with the ability to strike as a cold 
  iron weapon, regardless of the weapon’s 
  true construction. The weapon retains all the 
  properties, if any, of the material it is made 
  of and gains a +1 nonmagical enhancement 
  bonus as if it were a masterwork weapon 
  (masterwork weapons so imbued gain no 
  additional bonus). Ranged weapons with an 
  iron aura bestow the property of cold iron 
  on ammunition fired from them. The iron 
  aura lasts for 3 minutes per cleric level. You 
  can use this ability a number of times per 
  day equal to 6 + your Wisdom modifier.
  Iron Soul (Su): At 4th level, you gain 
  a +1 natural armor bonus and +1 to all 
  Fortitude saves. These bonuses increase by 
  an additional +1 for every four additional 
  cleric levels you possess.
  Ironhide (Sp): At 12th level, you might 
  cast ironhide, greater as a spell-like ability 
  once per day.
  exalteD iCe Domain
  Ice Bolt (Sp): As a standard action, you can 
  unleash a razor-sharp bolt of ice, targeting 
  any foe within 30 feet of you as a ranged 
  attack. This bolt of ice deals 1d4 piercing 
  damage and 1d4 cold damage + 1 point 
  of cold damage for every cleric level you 
  possess. You can use this ability a number 
  of times per day equal to 6 + your Wisdom 
  modifier.
  Cold Focus (Su): At 4th level, you gain 
  Cold Focus as a bonus feat.
  
  9
  Cold Spell Mastery (Sp): At 12th level, add 
  +2 to the effective caster level of all spells 
  you cast with the cold descriptor. Add an 
  additional +1 for every four additional cleric 
  levels thereafter.
  exalteD WinD Domain
  Air Lord (Ex): You can speak to any 
  creature that naturally has a fly move 
  rate. Additionally, airborne creatures take 
  a –2 penalty on attack rolls and damage 
  rolls against you, and you gain a +2 bonus 
  on attack rolls and damage rolls against 
  airborne creatures.
  Flight (Sp): At 6th level, you can cast fly, 
  as the spell, once per day. You can use this 
  ability one additional time per day for every 
  four additional cleric levels. At 15th level, 
  you can instead cast overland flight.
  Air Spell Mastery (Sp): At 12th level, add 
  +2 to the effective caster level of all spells 
  you cast with the air descriptor. Add an 
  additional +1 for every four cleric levels 
  thereafter.
  altErnativE options 
  for ExaltEd domains
  The normal assumption for Exalted 
  domains is that they are available only 
  to clerics, in large part because in the 
  standard rules only clerics gain full access 
  to two domains and a character must give 
  up one domain to make the other Exalted. 
  However, it’s certainly possible to make 
  Exalted domains available to other classes if 
  a GM wants to expand their impact on the 
  world. And, after all, why should a cleric 
  have access to the Exalted plant domain, 
  and not a druid? Lots of ways exist to widen 
  the population of characters with Exalted 
  domains, and the most balanced are detailed 
  below.
  exalteD 
  DomainS 
  anD 
  thirD party material
  All that’s really required for a character 
  to have an Exalted domain is access to two 
  normal domains (so one can be sacrificed to 
  make the other Exalted). A campaign that 
  uses a lot of Pathfinder-compatible material 
  might well include classes that can do so, 
  and there’s no balance issue with allowing 
  those classes to also have an Exalted 
  domain. (There’s also nothing wrong with 
  restricting Exalted domains to just clerics to 
  make sure they retain a special relationship 
  to their gods—it’s up to each GM and group 
  of players to decide how they’d rather use 
  Exalted domains in the campaign.)
  The simplest rule is to say whenever a 
  character first gains access to two domains, 
  one can be sacrificed to make the other an 
  Exalted domain. If the character has only 
  partial access to a domain (such as gaining 
  domain powers, but not domain spells), he 
  has the same level of access if he gains an 
  Exalted domain.
  Thus if your campaign includes the 
  clever godling class (from The Genius Guide 
  to the Godling), an 8th-level clever godling 
  can decide to make her original lineage 
  domain an Exalted domain rather than 
  
  10
  gain a second lineage domain. However, since a 
  clever godling gains only domain powers from a 
  lineage domain (rather than powers and spells), 
  the character gains access to the powers of his 
  Exalted domain, but not any spellcasting ability.
  exalteD DomainS 
  anD arChetypeS
  A number of products from Super Genius 
  Games (The Genius Guide to Arcane Archetypes, 
  The Genius Guide to Archer Archetypes, The Genius 
  Guide to Martial Archetypes, and more to come) 
  allow characters to give up some of their normal 
  class abilities and replace them with a new set 
  of powers. Any campaign using these rules can 
  allow a character able to cast divine spells to give 
  up one of his normal archetype packages to gain 
  one Exalted domain. In most cases this option 
  should be restricted to classes that can normally 
  gain at least some access to one or more domains, 
  such as druids and inquisitors.
  exalteD DomainS 
  through FeatS
  Finally, a GM can allow characters to select 
  feats to (gradually) boost the power of a normal 
  domain up to that of an Exalted domain. This 
  is the most permissive of all alternate Exalted 
  domain options, and a GM should seriously 
  consider the repercussions of going this route. 
  For example, it means that a cleric could end 
  up with both a normal domain and an Exalted 
  domain, or theoretically even two Exalted 
  domains. Although the cost in feats spent is 
  high, this option allows characters to boost their 
  overall power by focusing almost exclusively on 
  domains. A GM who prefers characters take a 
  broad range of different kinds of feats, or who 
  wants to keep Exalted domains uncommon, 
  probably doesn’t want to use this option.
  Of course, allowing the following feats 
  can also define exactly how various divine 
  groups are different. A GM might decide 
  feats are the only way a character can 
  access Exalted feats and restrict the feats to 
  only clerics. Or perhaps most druids in the 
  campaign world conform to the standard 
  druid class, but the secretive Gray Druids 
  of the Crosstimber are said to have a much 
  closer link to the divine aspect of nature and 
  are allowed to use feats to expand the Plant 
  domain (selected as their nature’s bond) into 
  the Exalted Plant domain.
  Although a GM is free to modify or 
  limit feats, take a look at the feats presented 
  below. As a mechanism for allowing more 
  characters Exalted domains, the feats are 
  balanced . . . but boring. A GM who uses them 
  to allow Aurora, godling daughter of Nyssa 
  the Goddess of Love, to take the Exalted Lust 
  domain; the druidic Beastmasters of Uld to 
  have the Exalted Animal domain; and the 
  mage-priests of the Church of the Godspell 
  to gain Exalted Rune and Exalted Magic 
  domains is adding a lot more interesting and 
  fun stuff to a campaign. 
  exaltation, greater
  You have learned to unlock the second of 
  your chosen domain’s Exalted powers.
  Prerequisites: Wis 17, Lesser Exaltation, 
  access to one domain, 8th level.
  Benefit: Select one domain you have 
  access to and for which you have taken Lesser 
  Exaltation. You gain the Exalted version of 
  powers you have from that domain. 
  exaltation, leSSer
  You have learned to unlock the first of 
  your chosen domain’s Exalted powers.
   
  Prerequisites: Wis 13, access to one 
  domain.
   
  Benefit: Select one domain to which 
  you have access. You gain the Exalted 
  version of powers you have from that 
  domain that you gain at 7th level or lower. 
  Powers gained from the domain at 8th level 
  or higher continue to function normally. You 
  are considered to have an Exalted domain 
  for purposes of qualifying for other things.
  exalteD Domain SpellS
  You can spontaneously cast domain 
  spells from one of your domains.
   
  Prerequisites: 
  Wis 
  15, 
  Lesser 
  Exaltation, access to one domain.
   
  Benefit: Choose one domain you 
  have, for which you have taken Lesser 
  Exaltation and from which you can cast 
  spells. This domain now grants you the 
  ability to spontaneously channel stored 
  spell energy into domain spells gained from 
  that domain. You can “lose” any prepared 
  spell that is not an orison to spontaneously 
  cast a domain spell of the same spell level or 
  lower from your chosen domain’s spell list. 
  This ability is in addition to the standard 
  cleric ability to spontaneously cast cure or 
  inflict spells. 
  
  11
  DESIGNATION OF PRODUCT IDENTITY: The Super Genius Games (SGG) and OtherWorld 
  Creations (OWC) company names and logos; the “Genius Guide To: Exalted Domains of Storms 
  and Savagery” name and logo; all artwork, backgrounds, and logos; all trade dress, and graphic 
  design elements.
  DECLARATION OF OPEN CONTENT: All game mechanics, proper names of classes, prestige 
  classes, archetypes, feats, skills, spells, magic items, monsters, rituals, artifacts AND OR the names 
  of abilities presented within this book are Open Game Content as described in Section 1(d) of the 
  License.
  OPEN GAME LICENSE Version 1.0a 
  The following text is the property of Wizards of the Coast, Inc. and is Copyright 2000 Wizards 
  of the Coast, Inc (“Wizards”). All Rights Reserved. 
  1. Definitions: (a)”Contributors” means the copyright and/or trademark owners who 
  have contributed Open Game Content; (b)”Derivative Material” means copyrighted material 
  including derivative works and translations (including into other computer languages), potation, 
  modification, correction, addition, extension, upgrade, improvement, compilation, abridgment or 
  other form in which an existing work may be recast, transformed or adapted; (c) “Distribute” means 
  to reproduce, license, rent, lease, sell, broadcast, publicly display, transmit or otherwise distribute; 
  (d)”Open Game Content” means the game mechanic and includes the methods, procedures, 
  processes and routines to the extent such content does not embody the Product Identity and is 
  an enhancement over the prior art and any additional content clearly identified as Open Game 
  Content by the Contributor, and means any work covered by this License, including translations 
  and derivative works under copyright law, but specifically excludes Product Identity. (e) “Product 
  Identity” means product and product line names, logos and identifying marks including trade 
  dress; artifacts; creatures characters; stories, storylines, plots, thematic elements, dialogue, incidents, 
  language, artwork, symbols, designs, depictions, likenesses, formats, poses, concepts, themes 
  and graphic, photographic and other visual or audio representations; names and descriptions of 
  characters, spells, enchantments, personalities, teams, personas, likenesses and special abilities; 
  places, locations, environments, creatures, equipment, magical or supernatural abilities or effects, 
  logos, symbols, or graphic designs; and any other trademark or registered trademark clearly 
  identified as Product identity by the owner of the Product Identity, and which specifically excludes 
  the Open Game Content; (f) “Trademark” means the logos, names, mark, sign, motto, designs that 
  are used by a Contributor to identify itself or its products or the associated products contributed to 
  the Open Game License by the Contributor (g) “Use”, “Used” or “Using” means to use, Distribute, 
  copy, edit, format, modify, translate and otherwise create Derivative Material of Open Game 
  Content. (h) “You” or “Your” means the licensee in terms of this agreement. 
  2. The License: This License applies to any Open Game Content that contains a notice indicating 
  that the Open Game Content may only be Used under and in terms of this License. You must affix 
  such a notice to any Open Game Content that you Use. No terms may be added to or subtracted 
  from this License except as described by the License itself. No other terms or conditions may be 
  applied to any Open Game Content distributed using this License. 
  3. Offer and Acceptance: By Using the Open Game Content You indicate Your acceptance of the 
  terms of this License. 
  4. Grant and Consideration: In consideration for agreeing to use this License, the Contributors 
  grant You a perpetual, worldwide, royalty-free, non-exclusive license with the exact terms of this 
  License to Use, the Open Game Content. 
  5. Representation of Authority to Contribute: If You are contributing original material as Open 
  Game Content, You represent that Your Contributions are Your original creation and/or You have 
  sufficient rights to grant the rights conveyed by this License. 
  6. Notice of License Copyright: You must update the COPYRIGHT NOTICE portion of this 
  License to include the exact text of the COPYRIGHT NOTICE of any Open Game Content You 
  are copying, modifying or distributing, and You must add the title, the copyright date, and the 
  copyright holder’s name to the COPYRIGHT NOTICE of any original Open Game Content you 
  Distribute. 
  7. Use of Product Identity: You agree not to Use any Product Identity, including as an indication 
  as to compatibility, except as expressly licensed in another, independent Agreement with the owner 
  of each element of that Product Identity. You agree not to indicate compatibility or co-adaptability 
  with any Trademark or Registered Trademark in conjunction with a work containing Open Game 
  Content except as expressly licensed in another, independent Agreement with the owner of such 
  Trademark or Registered Trademark. The use of any Product Identity in Open Game Content does 
  not constitute a challenge to the ownership of that Product Identity. The owner of any Product 
  Identity used in Open Game Content shall retain all rights, title and interest in and to that Product 
  Identity. 
  8. Identification: If you distribute Open Game Content You must clearly indicate which portions 
  of the work that you are distributing are Open Game Content. 
  9. Updating the License: Wizards or its designated Agents may publish updated versions of this 
  License. You may use any authorized version of this License to copy, modify and distribute any 
  Open Game Content originally distributed under any version of this License. 
  10. Copy of this License: You MUST include a copy of this License with every copy of the Open 
  Game Content You Distribute. 
  11. Use of Contributor Credits: You may not market or advertise the Open Game Content using 
  the name of any Contributor unless You have written permission from the Contributor to do so. 
  12. Inability to Comply: If it is impossible for You to comply with any of the terms of this License 
  with respect to some or all of the Open Game Content due to statute, judicial order, or governmental 
  regulation then You may not Use any Open Game Material so affected. 
  13. Termination: This License will terminate automatically if You fail to comply with all terms 
  herein and fail to cure such breach within 30 days of becoming aware of the breach. All sublicenses 
  shall survive the termination of this License. 
  14. Reformation: If any provision of this License is held to be unenforceable, such provision shall 
  be reformed only to the extent necessary to make it enforceable. 
  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 RPG Core Rulebook. Copyright 2009, Paizo Publishing, LLC; Author: Jason Bulmahn, based 
  on material by Jonathan Tweet, Monte Cook, and Skip Williams. 
  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. 
  The Genius Guide To: Exalted Domains of Storms and Savagery. Copyright 2010, Super Genius 
  Games. Author: Marc Radle
  WE Err on thE sidE of aWEsomE!
  CrEdits
  Designer:
  Marc Radle
  Developer:
  Owen K.C. Stephens
  Editor:
  Miranda Horner
  Proofreader:
  Jeremy Miller 
  Cover Art:
  Joseph J. Calkins and Cerebus Illustrations
  Interior Art:
  Peter Szabo Gabor, Shaman Stockart, and Quinn
  Graphic Design and Typesetting:
  Anthony Kenniston
  Creative Director:
  Stan!
  Produced By:
  Super Genius Games
  www.supergeniusgames.com
  Contents ©2010 Super Genius Games
  For more information about Super Genius Games and our upcoming products, 
  follow us on Facebook: 
  www.facebook.com/supergeniusgames, via Twitter: Owen: @Owen_Stephens, 
  Stan: @stannex, and/or Hyrum: @savageplanet, or at our Yahoo Group: http://
  games.groups.yahoo.com/group/super-genius/
  All logos are the trademark of  
  Super Genius Games All rights reserved.
  Published Under the SRD, OGL, and d20 (v 3) License ©2000, Wizards of the Coast, Inc.
  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.
  
SOURCE: textdata/thevault/Pathfinder/1st Edition/3rd Party/Super Genius Games/Genius Guides/Magic/The Genius Guide to Exalted Domains of Storms and Savagery.pdf