Archives of Nethys

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Cleric Class Details | Domains | Variant Channeling | Archetypes

Trickery

Source PRPG Core Rulebook pg. 48 (Amazon)
Deities: Achaekek, Aesdurath, Alichino, Andirifkhu, Areshkagal, Asmodeus, Bastet, Besmara, Braismois, Calistria, Camazotz, Chaldira, Corosbel, Dahak, Dhalavei, Dispater, Droskar, Erecura, Folca, Isph-Aun-Vuln, Jezelda, Khepri, Kro'akoth, Laivatiniel, Lamashtu, Lao Shu Po, Lorthact, Mahathallah, Menxyr, Mestama, Nalmungder, Nivi Rhombodazzle, Norgorber, Nyarlathotep (Black Pharaoh), Pazuzu, Picoperi, Ruzel, Sifkesh, Sivanah, Skrymir, Sun Wukong, Thamir Gixx, The Lantern King, Titivilus, Verex, Xhamen-Dor, Yaezhing, Zepar, Zogmugot, Zursvaater

Granted Powers: You are a master of illusions and deceptions. Bluff, Disguise, and Stealth are class skills.

Copycat (Sp): You can create an illusory double of yourself as a move action. This double functions as a single mirror image and lasts for a number of rounds equal to your cleric level, or until the illusory duplicate is dispelled or destroyed. You can have no more than one copycat at a time. This ability does not stack with the mirror image spell. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.

Master's Illusion (Sp): At 8th level, you can create an illusion that hides the appearance of yourself and any number of allies within 30 feet for 1 round per cleric level. This ability otherwise functions like the spell veil. The save DC to disbelive this effect is equal to 10 + 1/2 your cleric level + your Wisdom modifier. The rounds do not need to be consecutive.

Domain Spells: 1st—disguise self, 2nd—invisibility, 3rd—nondetection, 4th—confusion, 5th—false vision, 6th—mislead, 7th—screen, 8th—mass invisibility, 9th—time stop.

Ambush Subdomain

Source Kobolds of Golarion pg. 13 (Amazon)
Associated Domain(s): Trickery
Associated Deities: N/A

Replacement Power: Note: Only creatures with the Kobold Faith trait can take this subdomain.

The following granted power replaces the copycat power of the Trickery domain.

Chameleon Aspect (Su): As a swift action, you can subtly alter the color of your scales, blending them with the surrounding environment. While under the effect of this power, you gain concealment from creatures more than 10 feet away (attacks have a 20% miss chance), and total concealment from creatures more than 40 feet away (attacks have a 50% miss chance). You can use this ability a number of rounds per day equal to 3 + your Wisdom modifier.

Replacement Domain Spells: 1st—alarm, 5th—illusory wall, 6th—veil.

Deception Subdomain

Source Advanced Player's Guide pg. 1 (Amazon)
Associated Domain(s): Trickery
Associated Deities: Achaekek, Alichino, Andirifkhu, Areshkagal, Asmodeus, Besmara, Braismois, Calistria, Camazotz, Corosbel, Dahak, Dispater, Droskar, Erecura, Folca, Isph-Aun-Vuln, Jezelda, Laivatiniel, Lamashtu, Lorthact, Mahathallah, Mestama, Nalmungder, Nivi Rhombodazzle, Norgorber, Nyarlathotep (Black Pharaoh), Pazuzu, Picoperi, Scarmiglione, Sifkesh, Sivanah, Skrymir, The Lantern King, Titivilus, Verex, Xhamen-Dor

Replacement Power: The following granted power replaces the copycat power of the Trickery domain.

Sudden Shift (Sp): In the blink of an eye, you can appear somewhere else. As an immediate action, after you are missed by a melee attack, you can teleport up to 10 feet to a space that you can see. This space must be inside the reach of the creature that attacked you. You can use this power a number of times each day equal to 3 + your Wisdom modifier.

Replacement Domain Spells: 2nd—mirror image, 7th—project image.

Espionage Subdomain

Source Heroes of the Streets pg. 18
Associated Domain(s): Knowledge, Trickery
Associated Deities: N/A

Replacement Power: The following granted power replaces the lore keeper power of the Knowledge domain or the copycat power of the Trickery domain.

Deep Cover (Su): When you prepare your spells, you can also choose one cover identity—whether that of a real person or a fictitious one. You can assume the disguise of your cover identity in half the normal amount of time. When targeted by a spell or effect that would compromise your chosen disguise (such as detect evil, detect thoughts, or zone of truth), as an immediate action you can force the creature using the ability to attempt a Will save (DC = 10 + 1/2 your cleric level + your Wisdom modifier). If the creature fails, it gains false information in keeping with your cover identity. You can use this false information ability a number of times per day equal to 3 + your Wisdom modifier.

Replacement Domain Spells: 2nd—anonymous interactionACG, 4th—zone of silence, 8th—mind blank.

Greed Subdomain

Source Champions of Corruption pg. 19 (Amazon)
Associated Domain(s): Trickery
Associated Deities: N/A

Replacement Power: The following granted power replaces the copycat ability of the Trickery domain.

More for Me (Su): When another character within 30 feet casts a spell with a range greater than touch, you can attempt a caster level check as an immediate action (DC = 15 + the spell’s level). If you succeed at the check, you receive the spell’s benefit instead of one of the spell’s intended targets (chosen by you). If you are already a target of the spell, you are affected as though you were targeted by the same spell twice (which may or may not benefit you; remember that bonuses from the same source do not stack). This ability does not grant you knowledge of the spell being cast. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.

Replacement Domain Spells: 2nd—masterwork transformationUM, 6th—guards and wards, 8th—create demiplaneUM.

Innuendo Subdomain

Source Champions of Balance pg. 17 (Amazon)
Associated Domain(s): Trickery
Associated Deities: N/A

Replacement Power: The following granted power replaces the copycat ability of the Trickery domain.

Fool’s Privilege (Su): You can use this power as a swift action when you fail a Bluff, Diplomacy, or Intimidate check outside of combat. You suffer no negative effects due to the failed check, and the next round you can attempt the check again without the usual penalty for a failed attempt. You can use this ability once per day, and one additional time per day for every 4 levels beyond 1st.

Replacement Domain Spells: 1st—sow thoughtARG, 3rd—suggestion, 6th—mass suggestion.

Thievery Subdomain

Source Advanced Player's Guide pg. 1 (Amazon)
Associated Domain(s): Trickery
Associated Deities: Achaekek, Alichino, Andirifkhu, Areshkagal, Besmara, Calistria, Dahak, Droskar, Lamashtu, Lorthact, Mahathallah, Mestama, Nivi Rhombodazzle, Norgorber, Nyarlathotep (Black Pharaoh), Ruzel, Thamir Gixx, The Lantern King, Verex, Zogmugot

Replacement Power: The following granted power replaces the master’s illusions power of the Trickery domain.

Thief of the Gods (Su): At 8th level, when you make a Disable Device or Sleight of Hand check, you can roll twice and take the higher result. Using this ability is a free action. 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: 3rd—locate object, 7th—ethereal jaunt.

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.

Asmodeus

Source Haunted Heroes Handbook pg. 8
Associated Domain(s): Trickery
While the church of Asmodeus periodically endorses the use of possession for certain reasons, it is usually vehemently against unsanctioned possession and the creation of uncontrolled undead forces. Asmodeans have a particular hatred for celestials who partake in acts of possession. Such outsiders are hunted down, and the Church of Asmodeus may offer its exorcising agents’ services pro bono for the chance to strike at a particularly hated celestial. The eventual consequence of such arrangements—often left unsaid—is that Asmodeans track those they have helped in this way, and often return to force those individuals to host a devil for a period of predetermined length as recompense for their prior service.

Deceptive Reprieve (Sp): When you touch a creature under direct mental control (such as that granted via dominate person, but not via charm person) or the victim of possession, that creature can attempt a new Will save against the control or possession effect with a +2 bonus. If the creature succeeds, the effect or possession is temporarily halted, as per protection from evil, for a number of rounds equal to 1/2 your character level. While this ability is active, the target takes a –2 penalty on saves against new mind-affecting effects and new attempts at possession. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.

This replaces the copycat domain power of the Trickery domain.