Glory Domain

You are infused with the glory of the divine, and are a true conduit of divine might. You're very special, aren't you?

When you channel energy to harm creatures, the save DC to halve the damage is increased by 1.

Granted Powers

Touch of Glory (Sp): With one minute of prayer, you can cause your hand to shimmer with divine radiance, allowing you to touch a creature as a standard action and give it a bonus equal to your cleric level on a single Charisma-based skill check or Charisma ability check. This ability lasts for 1 hour or until the creature touched elects to apply the bonus to a roll. You can use this ability a number of times per day equal to 3+Wisdom modifier

Divine Presence (Su): At 8th level, you can emit a 30-foot aura of divine presence for a number of rounds per day equal to your cleric level. All allies within this aura are treated as if under the effects of a sanctuary spell with a DC equal to 10 + 1/2 your cleric level + your Wisdom modifier. These rounds do not need to be consecutive. Activating this ability is a standard action. If an ally leaves the area or makes an attack, the effect ends for that ally. If you make an attack, the effect ends for you and your allies.

Domain Spells: 1st—shield of faith, 2nd—align weapon, 3rd—searing light, 4th—divine power, 5th—righteous might, 6th—joyful rapture, 7th—legendary proportions, 8th—frightful aspect, 9th—gate.

Subdomains

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

Hubris

Replacement Power: You gain Intimidate as a class skill; this replaces the Glory domain’s increased save DC to resist channeled energy.

The following granted power replaces the divine presence power of the Glory domain.

Overclock Demand (Su): At 6th level, you can petition your goddess for far greater power than you deserve. Activating this ability is a swift action that you must use as you cast a spell that has a reduced (but not negated) effect on a successful save. The saving throw DC of the spell increases by 2, and you gain a +2 bonus on caster level checks to overcome spell resistance with the spell.

Any creature that succeeds at the saving throw instead avoids the effect entirely. If half or more of the targets are unaffected, you become shaken for a number of rounds equal to the spell’s level. If all of the targets are unaffected, you instead lose the ability to cast divine spells, channel energy, and use domain powers for 1 minute; you can end this loss as a full-round action by loudly apologizing to your goddess as a full-round action that provokes attacks of opportunity. You can use this ability once per day at 6th level, and one additional time per day for every 4 levels beyond 6th.

Replacement Domain Spells: 4th—hollow heroism, 7th—greater hollow heroism, 9th—overwhelming presence.

Legend

Replacement Power: The following granted power replaces the divine presence power of the Glory domain.

Witness the Legend (Su): At 8th level, as a move action, you can extol the virtues of yourself or an ally within 60 feet that you can see. This causes the target to shed light like a torch for 1 minute, and while the effect lasts, you can expend a daily use of your touch of glory domain ability as an immediate action to add 1d6 to an attack, saving throw, skill check, or ability check attempted by the target; for a roll to confirm a critical hit or save against a fear effect, you instead add 1d12. You can use this ability once per day at 8th level and one additional time per day for every 4 levels beyond 8th.

Replacement Domain Spells: 3rd—contagious zeal, 4th—righteous vigor, 6th—unshakable zeal.