Pact Magic Cleric Options

Cleric Domains & Subdomains

The following new cleric domains and subdomains are available to clerics who follow the few deities that sanctify pact magic.

Occult (Domain)

Granted Powers: You can utilize the weird energies of the spirit realm to break mortals and spirits alike.

Spiritual Surge (Su)

You may strike at foes with the power of the spirits. Whenever you declare an attack, you can activate this power as a swift action before you make your attack roll. If that attack hits, the target must make a Will save (DC equals 10 + 1/2 your cleric level + your Cha modifier) or take an additional damage equal to 1d8 + 1/2 your cleric level. This bonus damage only applies to one attack per use and a creature can only receive this damage once per round. You can use this ability a number of times per day equal to 3 + your Wis modifier.

Exorcism (Su)

At 8th level, you gain the exorcise pact spirits binder secret, ignoring its prerequisites. Use your cleric level as your effective pactmaker level when determining the effects of this binder secret.

Domain Spells: 1st–last impression†, 2nd–blur, 3rd–chain of perditionUC, 4th–spiritual allyAPG, 5th–commune, 6th–legend lore, 7th–sequester, 8th–moment of prescience, 9th–foresight.

Gray Wastes (Subdomain)

Associated Domain: Occult
Replacement Powers: The following granted power replaces the exorcism power of the Occult domain.

Gray Out (Su)

At 8th level, you can drain all color from your body as a standard action, allowing you to slip past material obstacles. You become incorporeal for up to 1 round per cleric level each day, allowing you to move about unfettered. These rounds do not need to be consecutive.

Replacement Spells: 1st–shadow weaponUM, 3rd–vision of HellUM, 5th–hungry pitAPG

Pact Magic (Subdomain)

Associated Domain: Occult
Replacement Powers: The following granted power replaces the spiritual surge power of the Occult domain.

Amateur Pactmaker

At 1st level, you receive Amateur Pactmaker† as a bonus feat.

Replacement Spells: 1st–conceal pact magic†, 2nd–augur pact†

Weird Slayer (Subdomain)

Associated Domain: Occult
Replacement Powers: The following granted power replaces the spiritual surge power of the Occult domain.

Smite Pact Bound (Su)

You can smite creatures that are bound to spirits or possessed by another creature as a swift action. You add your Charisma bonus (if any) on attack rolls and 1 extra point of damage per cleric level on damage rolls against such creatures. If you attempt to smite a creature that is not bound to a spirit or possessed, the smite has no effect even though its use is expended normally. You can use this ability a number of times per day equal to 3 + your Charisma modifier (minimum 1).

Replacement Spells: 2nd–reveal heretic†, 4th–banish pact spirits†


Variant Channel Energy

Clerics that worship deities who include pact magic within their areas of concern are able to grant their mortal servants alternative channeling abilities based upon the nature of their concern with pact magic; for example, a deity who preaches pact magic’s destruction might grant its worshipers the ability to harm all creatures bound to a spirit. See Chapter 1 in Pathfinder Roleplaying Game Ultimate Magic for more information about variant channel energy abilities.

Pact Magic

Heal

Creatures gain a channel bonus on binding checks and on caster level checks made with the granted abilities of spirits until the end of your next turn.

Harm

All granted abilities activated by creatures count as spell-like abilities instead of supernatural abilities until the end of your next turn, and those creatures must make concentration checks (DC = channel energy DC + spell’s level) to use their activated granted abilities during this time.

Occult/Spirits

Heal

The healing effect is enhanced for incorporeal creatures, as well as creatures that are being influenced or possessed by spirits, including (but not limited to) a pact magic spirit, a shaman spirit, or a medium spirit.

Harm

Creatures being influenced by spirits (see above) gain a channel penalty on attack and damage rolls and caster level checks and concentration checks until the end of your next turn.

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