Water Domain
You can manipulate water and mist and ice, conjure creatures of water, and resist cold. You believe everyone should be like water.
Granted Powers
Icicle (Sp): As a ranged touch attack, you can fire an icicle from your finger, targeting any foe within 30 feet. The icicle deals 1d6 points of cold damage + 1 point for every two cleric levels you possess.
Cold Resistance (Ex): At 6th level, you gain resist cold 10. This resistance increases to 20 at 12th level. At 20th level, you gain immunity to cold.
Domain Spells: 1st—hydraulic push, 2nd—fog cloud, 3rd—water breathing, 4th—control water, 5th—ice storm, 6th—cone of cold, 7th—elemental body IV (water only), 8th—seamantle, 9th—elemental swarm (water only).
Subdomains
Subdomains replace certain elements of their parent domain. You may choose one subdomain when selecting a given domain.
Ice
Replacement Power: The following granted power replaces the cold resistance power of the Water domain.
Body of Ice (Su): At 8th level, you can transmute your body and equipment to ice for a period of time. It takes a standard action to take on the form of ice, and you can end the transmutation with a free action on your turn. While you take on the form of ice, you are immune to cold and have DR 5/—, but you become vulnerable to fire. You can take on the form of ice for a number of rounds per day equal to your cleric level. The rounds need not be consecutive.
Replacement Domain Spells: 3rd—ice spears, 6th—freezing sphere, 9th—polar midnight.
Oceans
Replacement Power: The following granted power replaces the icicle power of the Water domain.
Surge (Su): As a standard action, you can cause a mighty wave to appear that pushes or pulls a single creature. Make a combat maneuver check against the target, using your cleric level + your Wisdom modifier as your CMB. If successful, you may pull or push the creature as if using the bull rush or drag combat maneuver.
Replacement Domain Spells: 2nd—slipstream, 3rd—hydraulic torrent, 9th—tsunami.