Domain

Air

Turn or destroy earth creatures as a good cleric turns undead. Rebuke, command, or bolster air creatures as an evil cleric rebukes undead. Use these abilities a total number of times per day equal to 3 + your Charisma modifier. This granted power is a supernatural ability

Animal

You can use speak with animals once per day as a spell-like ability.

Artifice

Cast Conjuration (creation) spells at +1 casterlevel.

Chaos

You cast chaos spells at +1 caster level.

Charm

Boost Cha by +4 1/day. Activating is a free action. Cha increase lasts 1 minute.

Community

Use calm emotions as a spell-like ability once per day. Gain a +2 competence bonus on Diplomacy checks.

Creation

Cast Conjuration (creation) spells at +2 caster levels.

Darkness

Free Blind-Fight feat.

Death

You may use a death touch once per day. Your death touch is a supernatural ability that produces a death effect. You must succeed on a melee touch attack against a living creature (using the rules for touch spells). When you touch, roll 1d6 per cleric level you possess. If the total at least equals the creature's current hit points, it dies (no save)..

Destruction

You gain the smite power, the supernatural ability to make a single melee attack with a +4 bonus on attack rolls and a bonus on damage rolls equal to your cleric level (if you hit). You must declare the smite before making the attack. This ability is usable once per day.

Earth

Turn or destroy air creatures as a good cleric turns undead. Rebuke, command, or bolster earth creatures as an evil cleric rebukes undead. Use these abilities a total number of times per day equal to 3 + your Charisma modifier. This granted power is a supernatural ability.

Evil

You cast evil spells at +1 caster level.

Fire

Turn or destroy water creatures as a good cleric turns undead. Rebuke, command, or bolster fire creatures as an evil cleric rebukes undead. Use these abilities a total number of times per day equal to 3 + your Charisma modifier. This granted power is a supernatural ability.

Glory

Turn undead with a +2 bonus on the turning check and +1d6 to the turning damage roll.

Good

You cast good spells at +1 caster level.

Healing

You cast healing spells at +1 caster level.

Knowledge

All knowledge skills are class skills. You cast divinations at +1 caster level.

Law

You cast law spells at +1 caster level.

Liberation

+2 morale bonus on all saving throws against enchantment spells or effects.

Luck

You gain the power of good fortune, which is usable once per day. This extraordinary ability allows you to reroll one roll that you have just made before the DM declares whether the roll results in success or failure. You must take the result of the reroll, even if it's worse than the original roll.

Madness

You gain an Insanity score equal to half your class level. For spellcasting (determining bonus spells and DCs), you use your Wisdom score plus your Insanity score in place of Wisdom alone.

Magic

Use scrolls, wands, and other devices with spell completion or spell trigger activation as a wizard of one-half your cleric level (at least 1st level). For the purpose of using a scroll or other magic device, if you are also a wizard, actual wizard levels and these effective wizard levels stack.

Nobility

You have the spell-like ability to inspire allies, giving them a +2 morale bonus on saving throws, attack rolls, ability checks, skill checks, and weapon damage rolls. Allies must be able to hear the character speak for 1 round. Using this ability is a standard action. It lasts a number of rounds equal to the character's Charisma bonus and can be used once per day.

Plant

Rebuke or command plant creatures as an evil cleric rebukes or commands undead. Use this ability a total number of times per day equal to 3 + your Charisma modifier. This granted power is a supernatural ability.

Protection

You can generate a protective ward as a supernatural ability. Grant someone you touch a resistance bonus equal to your cleric level on his or her next saving throw. Activating this power is a standard action. The protective ward is an abjuration effect with a duration of 1 hour that is usable once per day.

Repose

You may use a death touch once per day.

Rune

Free Scribe Scroll feat.

Scalykind

Rebuke or command animals (reptilian creatures and snakes only) as an evil cleric rebukes or commands undead.

Strength

You can perform a feat of strength as a supernatural ability. You gain an enhancement bonus to Strength equal to your cleric level. Activating the power is a free action, the power lasts 1 round, and it is usable once per day.

Sun

Once per day, you can perform a greater turning against undead in place of a regular turning. The greater turning is like a normal turning except that the undead creatures that would be turned are destroyed instead.

Travel

For a total time per day of 1 round per cleric level you possess, you can act normally regardless of magical effects that impede movement as if you were affected by the spell freedom of movement. This effect occurs automatically as soon as it applies, lasts until it runs out or is no longer needed, and can operate multiple times per day (up to the total daily limit of rounds).This granted power is a supernatural ability.

Trickery

Bluff, Disguise and Hide are class skills.

War

Free Martial Weapon Proficiency with deity's favored weapon (if necessary) and Weapon Focus with the deity's favored weapon.

Water

Turn or destroy fire creatures as a good cleric turns undead. Rebuke, command, or bolster water creatures as an evil cleric rebukes undead. Use these abilities a total number of times per day equal to 3 + your Charisma modifier. This granted power is a supernatural ability.

Weather

Survival is a class skill.