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The source code is published on GitHub; Features Following features can be toggled in game, you can access the settings menu by pressing Ctrl+F10 by default Always display HP text. The description under domains is a good resource for this Each domain grants a number of domain powers, dependent upon the level of the cleric, as well as a number of bonus spells. A cleric gains one domain spell slot for each level of cleric spell she can cast, from 1st on up. So this bit covers how you gain domain spell slots. Select animal domain instead of a pet. 1 feat for bonded animal is easily worth 9 extra spell slots. They are shitty sylvan sorcs in my book. But Shitty sylvan sorc is better than a good portion. More than that, however, a sinister, primordial force has her own interests in the Stolen Lands, and a desire to see new rulers rise and fall. The Pathfinder: Kingmaker guide includes a full walkthrough of the game’s main campaign, including various side quests, companion quests and strategies. Inside the guide: Walkthough for the main. Kingmaker follows the lead of popular Pathfinder Battles sets like Jungle of Despair to provide a legion of high-utility monsters and heroes suitable for any fantasy role-playing campaign. From the disciplined Oni Mage to the deadly Soul Gorger and a special visit from Jaethal an Elf Inquisitor with a dark reputation.

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

Weapon and Armor Proficiency

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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 replaces the cleric’s weapon and armor proficiencies.

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Ecclesitheurge’s Vow

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

Domain Mastery

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.

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Each day when he prepares spells, an ecclesitheurge can select a different domain granted by his deity to gain access to that domain’s spell list instead of his secondary domain spell list. He does not lose access to his actual secondary domain’s granted powers or gain access to the other domain’s granted powers. For example, an ecclesitheurge with Glory as 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 normal domain ability.

Bonded Holy Symbol (Su)

At 3rd level, an ecclesitheurge forms a powerful bond with a holy symbol of his deity, which functions identically to a wizard’s bonded object except it can be used to cast cleric and domain spells (instead of wizard spells) and the ecclesitheurge can grant his bonded holy symbol only magic abilities appropriate for a holy symbol or a neck slot item. As with a wizard’s bonded item, an ecclesitheurge can add additional magic abilities to his bonded holy symbol as if he had the required item creation feat (typically Craft Wondrous Item), provided he meets the feat’s level prerequisites. For example, an ecclesitheurge with a bonded holy symbol who wants to add a wondrous amulet ability, like amulet of natural armor, to his bonded holy symbol must be at least 3rd level to do so. The magic properties of a bonded holy symbol, including any magic abilities the ecclesitheurge added to the object, function for only the ecclesitheurge. If a bonded holy symbol’s owner dies or the item is replaced, the object loses all enhancements the ecclesitheurge added using this ability.

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This ability replaces the increase to channel energy gained at 3rd level.

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Pathfinder Roleplaying Game: Advanced Class Guide © 2014, Paizo Inc.; Authors: Dennis Baker, Ross Byers, Jesse Benner, Savannah Broadway, Jason Bulmahn, Jim Groves, Tim Hitchcock, Tracy Hurley, Jonathan H. Keith, Will McCardell, Dale C. McCoy, Jr., Tom Phillips, Stephen Radney-MacFarland, Thomas M. Reid, Sean K Reynolds, Tork Shaw, Owen K.C. Stephens, and Russ Taylor.