Archives of Nethys

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Cleric Class Details | Domains | Variant Channeling | Archetypes

Sun

Source PRPG Core Rulebook pg. 47 (Amazon)
Deities: Aldinach, Azathoth, Easivra, Horus, Iaozrael, Iomedae, Keltheald, Khepri, Lalaci, Nurgal, Ra, Sarenrae, Shizuru, Skode

Granted Powers: You see truth in the pure and burning light of the sun, and can call upon its blessing or wrath to work great deeds.

Sun's Blessing (Su): Whenever you channel positive energy to harm undead creatures, add your cleric level to the damage dealt. Undead do not add their channel resistance to their saves when you channel positive energy.

Nimbus of Light (Su): At 8th level, you can emit a 30-foot nimbus of light for a number of rounds per day equal to your cleric level. This acts as a daylight spell. In addition, undead within this radius take an amount of damage equal to your cleric level each round that they remain inside the nimbus. Spells and spell-like abilities with the darkness descriptor are automatically dispelled if brought inside this nimbus. These rounds do not need to be consecutive.

Domain Spells: 1st—endure elements, 2nd—heat metal, 3rd—searing light, 4th—fire shield, 5th—flame strike, 6th—fire seeds, 7th—sunbeam, 8th—sunburst, 9th—prismatic sphere.

Day Subdomain

Source Advanced Player's Guide pg. 1 (Amazon)
Associated Domain(s): Sun
Associated Deities: Easivra, Iaozrael, Iomedae, Keltheald, Nurgal, Sarenrae, Skode

Replacement Power: The following granted power replaces the nimbus of light power of the Sun domain.

Day’s Resurgence (Su): At 8th level, you can restore a single creature as if it had just completed 8 hours of rest. It takes 10 minutes to use this power. If the use of this power is disrupted, it must be restarted, but it is not lost. At the end of the 10 minutes, a single willing creature that you have touched regains hit points as if it had rested for the night and may make new saving throws against effects that require a save once per day. The target does not suffer any negative effects if such saving throws are failed, but success counts toward removing the affliction (if possible). This ability does not allow a target to prepare spells an additional time per day. You can use this ability once per day at 8th level, plus one additional time per day for every 2 levels beyond 8th.

Replacement Domain Spells: 2nd—continual flame, 3rd—daylight.

Light Subdomain

Source Advanced Player's Guide pg. 1 (Amazon)
Associated Domain(s): Sun
Associated Deities: Aldinach, Easivra, Iaozrael, Iomedae, Keltheald, Lalaci, Sarenrae, Skode

Replacement Power: The following granted power replaces the sun’s blessing power of the Sun domain.

Blinding Flash (Su): As a standard action, you can emit a flash of light from your holy symbol or divine focus. The most powerful light emanates out 20 feet from you. Creatures with fewer Hit Dice than your cleric level within this area are blinded for 1d4 rounds unless they succeed at a Fortitude save. All creatures in this area are dazzled for a number of rounds equal to 1/2 your cleric level (minimum 1). You can use this ability a number of times per day equal to 3 + your Wisdom modifier.

Replacement Domain Spells: 1st—faerie fire, 3rd—daylight.

Revelation Subdomain

Source Champions of Purity pg. 21 (Amazon)
Associated Domain(s): Sun
Associated Deities: Iomedae, Sarenrae, Shizuru

Replacement Power: The following granted power replaces the sun’s blessing ability of the Sun domain.

Guided Eyes (Su): Perception is always a class skill for you. In addition, whenever you make a skill check to see through a disguise or find something that is hidden or concealed, you gain a +4 sacred bonus on the check.

Replacement Domain Spells: 1st—detect secret doors, 2nd—see invisibility, 3rd—banish seemingAPG, 5th—true seeing

Thirst Subdomain

Source Divine Anthology pg. 26
Associated Domain(s): Sun
Associated Deities: Aldinach, Lalaci, Nurgal, Sarenrae.

Replacement Power: The following granted power replaces the sun’s blessing power and alters the nimbus of light power of the Sun domain.

Wilting Glare (Su): As a standard action, you can leach moisture and vitality from a living, corporeal creature you can see within 30 feet. The target takes an amount of nonlethal damage equal to 1d6 + 1 for every 2 cleric levels you have and becomes fatigued until the beginning of your next turn (Fortitude negates). Plant creatures and those with the aquatic or water subtype take lethal damage from this ability, and they are fatigued for a number of rounds equal to your Wisdom modifier. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.

Withering Nimbus (Su): This ability functions as the nimbus of light domain ability, but it damages plants and creatures with the aquatic or water subtype, not undead.

Replacement Domain Spells: 3rd—cup of dustAPG, 9th—horrid wilting.

Variant Domain Powers

Description Source: Haunted Heroes Handbook
A cleric (or any other character capable of selecting a domain) who worships the deity in question can choose to gain the variant domain power upon first gaining the domain in question, but the choice to replace the domain power must be made immediately upon gaining access to that domain and cannot be changed thereafter.