Knowledge Domain

You are a scholar and a sage of legends. In addition, you treat all Knowledge skills as class skills. Nerd.

Granted Powers

Lore Keeper (Sp): You can touch a creature to learn about its abilities and weaknesses. With a successful touch attack, you gain information as if you made the appropriate Knowledge skill check with a result equal to 15 + your cleric level + your Wisdom modifier. You can use this ability to learn about creatures you have never heard of or studied, such as creatures never before encountered by humankind.

Remote Viewing (Sp): Starting at 6th level, you can use clairvoyance/clairaudience as a spell-like ability using your cleric level as the caster level. You can use this ability for a number of rounds per day equal to your cleric level. These rounds do not need to be consecutive.

Domain Spells: 1st—comprehend languages, 2nd—detect thoughts, 3rd—speak with dead, 4th—divination, 5th—true seeing, 6th—find the path, 7th—legend lore, 8th—discern location, 9th—foresight.

Subdomains

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

Intelligence

Replacement Power: The following granted power replaces the lore keeper power of the Knowledge domain,

Deep Cover (Su): When you prepare your spells, you can also choose one cover identity—whether that of a real person or a fictitious one. You can assume the disguise of your cover identity in half the normal amount of time, and you use your Wisdom modifier in place of your Charisma modifier for the Disguise check.

When targeted by a spell or effect that would compromise your chosen disguise (such as detect evil, detect thoughts, or zone of truth), as an immediate action you can force the creature using the ability to attempt a Will save (DC = 10 + 1/2 your cleric level + your Wisdom modifier). If the creature fails, it gains false information in keeping with your cover identity (and believes that you failed your save against the spell or effect).

Replacement Domain Spells: 2nd—anonymous interaction, 4th—zone of silence, 8th—mind blank.

Thought

Replacement Power: The following granted power replaces the remote viewing power of the Knowledge domain.

Read Minds (Su): At 8th level, you can broaden your mental spectrum to encompass those around you. Doing so allows you to read the mind of every creature within 30 feet as if you had cast detect thoughts. This ability allows you to read the surface thoughts of any creature that you are aware of after only 1 round of concentration. Creatures in this area are allowed a Will save to negate the effect. The DC of this Will save is 10 + 1/2 your cleric level + your Wisdom modifier. You can use this ability for a number of rounds per day equal to your cleric level. These rounds do not need to be consecutive.

You can use this power to become aware of an otherwise invisible sentient creature, but it does not tell you that creature's location - only its presence and thoughts.

Replacement Domain Spells: 3rd—seek thoughts, 5th—telepathic bond, 8th—mind blank.