Cleric archetype

Ecclesitheurge

Source: Advanced Class Guide, p. 91

Eschewing physical armor for the protection of his faith, an ecclesitheurge focuses on the miracles his deity bestows and the breadth of that deity’s dominion.

Domain Mastery level 1

This ability alters the domains ability.

At 1st level, when an ecclesitheurge chooses his cleric domains, he designates one as his primary domain and the other as his secondary domain. An ecclesitheurge can use his non-domain spell slots to prepare spells from his primary domain’s spell list.

Each day when he prepares spells, an ecclesitheurge can select a different domain granted by his deity and gain access to that domain’s spell list instead of his secondary domain’s spell list. He does not lose access to his secondary domain’s granted powers or gain access to the other domain’s granted powers. For example, an ecclesitheurge of Sarenrae with Glory and his primary domain and Good as his secondary domain can choose to gain access to the Healing domain; until the next time he prepares spells, he uses the Healing domain spell list as his secondary domain spell list instead of the Good domain spell list, but still keeps the granted powers of the Good domain and does not gain the granted powers of the Healing domain.

This ability alters the domains ability.

Ecclesitheurge’s Vow level 1

At 1st level, an ecclesitheurge makes a vow to his deity to protect himself solely with his faith, not with armor or shields. An ecclesitheurge who wears armor or uses a shield is unable to use his blessing of the faithful ability, to use cleric domain powers, or to cast cleric spells.

Blessing of the Faithful (Su)

As a standard action, the ecclesitheurge can bless one ally within close range (25 ft. + 5 ft./2 levels). A blessed ally gains a +2 sacred or profane bonus (depending on whether the ecclesitheurge channels positive or negative energy) on attack rolls, skill checks, ability checks, or saving throws or to AC until the ecclesitheurge’s next turn. The ecclesitheurge can expend 1 use of channel energy when activating this ability to increase the duration to a number of rounds equal to the number of dice of his channel energy.

Weapon and Armor Proficiency

This ability replaces the cleric’s weapon and armor proficiency.

An ecclesitheurge is proficient with the club, dagger, heavy crossbow, light crossbow, and quarterstaff, but he’s not proficient with any type of armor or shield. This ability replaces the cleric’s weapon and armor proficiency.