Domain Specialization (Su)
At 3rd level, a divine scion selects a domain granted by her deity—this domain becomes the divine scion’s chosen specialization in representing her deity. Although most divine scions pick domains that they’ve gained from other classes (such as cleric), they don’t have to do so. Every time a divine scion casts a domain spell from her specialized domain, she heals damage equal to twice the spell’s level.
In addition, each domain specialization grants a spell-like ability (which functions at a caster level equal to the divine scion’s total character level) and a permanent sacred bonus (or profane, if the divine scion is evil) on a single type of d20 roll. The specific spell-like abilities and bonuses granted are listed below. Spells marked with an asterisk (*) are detailed in the Advanced Player’s Guide, while spells marked with two asterisks (**) are detailed in Ultimate Magic.
Air: fly 1/day; +4 on Fly checks Animal: beast shape I 1/day; +4 on Handle Animal checks Artifice: crafter’s fortune* 3/day; +4 on Craft checks Chaos: detect law constant ; +2 on Will saves Charm: beguiling gift* 3/day; +4 on Diplomacy checks Community: tongues 1/day; +4 on Diplomacy checks Darkness: shadow weapon** 3/day; +4 on Perception checks Death: murderous command** 3/day; +2 on Fortitude saves Destruction: break* 3/day; +4 on Intimidate checks Earth: stone fist* 3/day; +4 on Survival checks Evil: detect good constant; +2 on Will saves Fire: flame arrow 1/day; +4 on Acrobatics checks Glory: archon’s aura** 1/day; +4 on Intimidate checks Good: detect evil constant; +2 on Will saves Healing: symbol of healing** 1/day; +4 on Heal checks Knowledge: identify 3/day; +4 on Knowledge checks (choose one) Law: detect chaos constant; +2 on Will saves Liberation: remove sickness** 3/day; +4 on Escape Artist checks Luck: divine favor 3/day; +2 on Reflex saves Madness: fumbletongue** 3/day; +4 on Bluff checks Magic: detect magic constant; +4 on Spellcraft checks Nobility: command 1/day; +4 on Diplomacy checks Plant: speak with plants 1/day; +2 on Fortitude saves Protection: wrathful mantle* 1/day; +1 to Armor Class Repose: sanctify corpse 3/day; +2 on Fortitude saves Rune: comprehend languages 3/day; +4 on Linguistics checks Scalykind: summon nature’s ally III (reptilian creatures only), 1/day; +2 on Reflex saves Strength: burst bonds* 3/day; +4 on combat maneuver checks Sun: daylight 1/day; +4 on Perception checks Travel: expeditious retreat 3/day; +4 on Acrobatics checks Trickery: glibness 1/day; +4 on Stealth checks Void: deeper darkness 1/day; +4 on concentration checks War: true strike 3/day; +1 on weapon damage rolls Water: water walk 1/day; +4 on Swim checks Weather: cloak of winds* 1/day; +4 on Survival checks
