Fire Domain

You can call forth fire, command creatures of the inferno, and your flesh does not burn. No, not even if you spill your coffee.

Granted Powers

Fire Bolt (Sp): As a standard action, you can unleash a scorching bolt of divine fire from your outstretched hand. You can target any single foe within 30 feet as a ranged touch attack with this bolt of fire. If you hit the foe, the fire bolt deals 1d6 points of fire damage + 1 point for every two cleric levels you possess.

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

Domain Spells: 1st—burning hands, 2nd—produce flame, 3rd—fireball, 4th—wall of fire, 5th—fire snake, 6th—fire seeds, 7th—elemental body IV (fire only), 8th—incendiary cloud, 9th—elemental swarm (fire only).

Subdomains

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

Arson

Replacement Power: The following granted power replaces the fire bolt power of the Fire domain.

Call Fire (Su): As an immediate action, you can stretch out your hand toward any visible fire source (including instantaneous effects) within 60 feet and beckon it toward you. This causes a ribbon-thin streak of fire to approach you in a straight line through the air. If the ribbon strikes another creature, then it suffers 1d4 fire damage; a successful Reflex save (DC = 10 + 1/2 your cleric level + your Wisdom modifier) negates this damage. Alternatively, if the ribbon of fire reaches your hand without striking another creature, it grants you 1d4 temporary hit points for 1 minute.

Replacement Domain Spells: 2nd—flaming sphere, 5th—flame strike, 7th—delayed blast fireball.

Mulespawn

Replacement Power: The following granted power replaces the fire resistance ability of the Fire domain.

Mark of the Mule (Su): At 8th level, you can call upon the power of Old Scratch to crush your foes' minds. You target a creature in 30 feet - it takes a –2 penalty on all saving throws and must roll all opposed skill checks twice, taking the worse result. This effect lasts for a number of rounds equal to 1/2 your cleric level (minimum 1). You can use this ability once per day at 8th level, and one additional time per day for every 4 cleric levels thereafter.

Replacement Domain Spells: 2nd—scorching ray, 6th—hellfire ray, 7thfirebrand.