Artifice Domain

You can repair damage to objects, animate objects with life, and create objects from nothing. Magic is a hammer that works for many nails, after all.

You gain a single first-level gadget slot, similar to the Amateur Gadgeteer feat.

Granted Powers

Artificer’s Touch (Sp): You can cast mending at will, using your cleric level as the caster level to repair damaged objects. In addition, you can cause damage to objects and constructs by striking them with a melee touch attack. Objects and constructs take 1d6 points of damage +1 for every two cleric levels you possess. This attack bypasses an amount of damage reduction and hardness equal to your cleric level. At 12th level, this power can repair damaged magic items.

Dancing Weapons (Su): At 8th level, you can give a weapon touched the dancing special weapon quality for 4 rounds. You can use this ability once per day at 8th level, and an additional time per day for every four levels beyond 8th.

Domain Spells: 1st—animate rope, 2nd—wood shape, 3rd—stone shape, 4th—minor creation, 5th—fabricate, 6th—major creation, 7th—wall of iron, 8th—statue*, 9th—wooden phalanx.

Subdomains

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

Alchemy

Replacement Power: The following granted power replaces the artificer’s touch power of the Artifice domain or the hand of the acolyte power of the Magic domain.

Divine Alchemy (Su): You can perform a 1-minute ritual that infuses a flask of water with one of your prepared spells, creating an improvised potion that lasts until consumed or the next time you prepare spells.

You can use this ability only with spells that target one or more creatures, and the maximum spell level you can infuse in this way is equal to 1 + 1 for every 4 cleric levels you have. These potions are treated as alchemist extracts for the purpose of your domain spells. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.

Replacement Domain Spells: 2nd—touch injection, 4th—amplify elixir, 6th—delayed consumption.

Industry

Replacement Power: The following granted power replaces the dancing weapon power of the Artifice domain.

Aura of Efficiency (Su) At 8th level, you can emit a 30-foot-radius aura that grants your allies a +4 bonus on all saving throws against effects that inflict a disease or the fatigued or exhausted condition. Any equipment wielded by your allies within this area gets a bonus to hardness equal to 1/2 your cleric level, and your allies’ attacks against targets within this area ignore an equal amount of hardness. You can use this aura for a number of rounds per day equal to your cleric level. These rounds do not need to be consecutive.

Replacement Domain Spells: 1st—crafter’s fortune, 7th—mage’s magnificent mansion, 9th—resplendent mansion.