Air Animal Cavern Chaos You cast chaos spells at +1 caster level. Charm Craft Death You may use a death touch once per day. Your death touch is a supernatural ability that produces a death effect. You must succeed on a melee touch attack against a living creature (using the rules for touch spells). When you touch, roll 1d6 per cleric level you possess. If the total at least equals the creature’s current hit points, it dies (no save). Destruction Drow Dwarf Earth Elf Evil Family Fire Turn or destroy water creatures as a good cleric turns undead. Rebuke, command, or bolster fire creatures as an evil cleric rebukes undead. Use these abilities a total number of times per day equal to 3 + your Charisma modifier. This granted power is a supernatural ability. Good Hatred Healing Illusion You cast all illusion spells at +1 caster level. Knowledge Law You cast law spells at +1 caster level. Luck Magic Use scrolls, wands, and other devices with spell completion or spell trigger activation as a wizard of one-half your caster level (at least 1st level). Mentalism Metal Moon Nobility You have the spell-like ability to inspire allies, giving them a +2 morale bonus on saving throws, attack rolls, ability checks, skill checks, and weapon damage rolls. Allies must be able to hear you speak for 1 round. Using this ability is a standard action. It lasts a number of rounds equal to your charisma bonus and can be used once per day. Ocean Orc Planning Free Extend Spell feat. Plant Portal Protection You can generate a protective ward as a supernatural ability, granting someone you touch a resistance bonus equal to your cleric level on his or her next saving throw. Activating this power is a standard action. The protective ward is an abjuration effect with a duration of 1 hour that is usable once per day. Renewal Retribution Rune Scalykind Slime Spell You get a +2 bonus on Concentration and Spellcraft checks. Spider Rebuke or command spiders as an evil cleric rebukes or commands undead Use thik ability a total number of times per day equal to 3 + your Charisma modifier. Storm You gain electricity resistance 5. Strength You can perform a feat of strength as a supernatural ability. You gain an enhancement bonus to Strength equal to your cleric level. Activating the power is a free action, the power lasts 1 round, and it is usable once per day. Suffering You may use a pain touch once per day. Make a melee touch attack against a living creature, which bestows on that creature a -2 enhancement penalty to Strength and Dexterity for 1 minute on a successful attack. This spell-like ability does not affect creatures immune to critical hits. Sun Once per day, you can perform a greater turning against undead in place of a regular turning. The greater turning is like a normal turning except that the undead creatures that would be turned are destroyed instead. Time You gain the Improved Initiative feat. Trade Travel For a total time per day of 1 round per cleric level you possess, you can act normally regardless of magical effects that impede movement as if you were affected by the spell freedom of movement. This effect occurs automatically as soon as it applies, lasts until it runs out or is no longer needed, and can operate multiple times per day (up to the total daily limit of rounds). This granted power is a supernatural ability. Add Survival to your list of cleric class skills. Trickery If you have no beguiler levels, add Bluff, Disguise, and Hide to your list of cleric class skills. If you have at least 1 beguiler level, you cast chaos spells at +1 caster level. Tyrrany Add +2 to the saving throw DC of any Compulsion spell you cast. Undeath If good-aligned, turn or destroy undead creatures as a good cleric of equivalent level. If evil-aligned, rebuke or command undead creatures as an evil cleric of equivalent level. If neutral, choose either turn/destroy or rebuke/command. Use these abilities a total number of times per day equal to 3 + your Charisma modifier. This granted power is a supernatural ability. War Water