Air Domain

You can manipulate lightning, mist, and wind, traffic with air creatures, and are resistant to electricity damage. That's pretty shocking.

Granted Powers

Lightning Arc (Sp): As a ranged touch attack, you can unleash an arc of electricity targeting any foe within 30 feet. This arc of electricity deals 1d6 points of electricity damage + 1 point for every two cleric levels you possess.

Electricity Resistance (Ex): At 6th level, you gain resist electricity 10. This resistance increases to 20 at 12th level. At 20th level, you gain immunity to electricity.

Domain Spells: 1st—obscuring mist, 2nd—wind wall, 3rd—gaseous form, 4th—air walk, 5th—control winds, 6th—chain lightning, 7th—elemental body IV (air only), 8th—whirlwind, 9th—elemental swarm (air spell only).

Subdomains

Subdomains replace certain elements of their parent domain. You may choose one subdomain when selecting a given domain.

Lightning

Replacement Power: The following granted power replaces the electricity resistance power of the Air domain.

Lightning Rod (Su): As a swift action when you cast a spell with the electricity descriptor, you can designate one creature within line of sight. The spell’s damage against that creature increases by 50%. This additional damage results from divine power that is not subject to being reduced by electricity resistance. You take an equal amount of electricity damage immediately after you cast the spell. The spell can deal this additional damage only once, even if it could affect the target multiple times.

You can use this ability once per day at 8th level and one additional time per day for every 4 cleric levels you have beyond 8th.

Replacement Domain Spells: 1st—shocking grasp, 2nd—flame blade (deals electricity damage and gains the electricity descriptor instead of fire), 3rd—lightning bolt.

Wind

Replacement Power: The following granted power replaces the lightning arc power of the Air domain.

Wind Blast (Su): As a standard action, you can unleash a blast of air at a creature in 30 feet of you. Make a combat maneuver check against the target, using your caster level as your base attack bonus and your Wisdom modifier in place of your Strength modifier. Treat the results as a bull rush attempt (so feats such as Improved Bull Rush apply to this check). If you are in melee with the target and do not have Improved Bull Rush, this provokes an attack of opportunity as normal.

At 8th level you can instead use this blast to perform reposition combat maneuvers (following the same rules as bull rush), and at 12th level you can perform trip combat maneuvers.

Replacement Domain Spells: 1st—whispering wind, 6th—wind walk, 9th—winds of vengeance.