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1 Domains Replacement
2 New Subdomains

Conversion Info
Character Conversion
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Artificer

Domains Replacement

Deities & Faiths


Domains & Subdomains
Oracle Mysteries

Some of the domains that were in 3.5 have been replaced by


current Pathfinder Rules. See Removed Material for details.

Mythic Abilities
Prestige Classes
Feats

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Skills
Traits & Drawbacks

Deathless Subdomain

Equipment & Services

Associated Domain: Renewal (4 Winds Fantasy Gaming)

Magical Items

Replacement Power: The following power replaces the

Magic

renewed life power of the Renewal domain.

Rules
Bestiary

Command Deathless (Su): At 8th level, as a standard

Removed Material

action, you command deathless creatures within 30'. Deathless

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creatures receive a Will save to negate the effect. The DC for

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this Will save is equal to 10 + 1/2 your cleric level + your


Charisma modifier. Deathless creatures that fail their saves fall
under your control, obeying your commands to the best of their
ability, as if under the effects of Control Deathless. Deathless
creatures receive a new saving throw each day to resist your
command. You can control any number of deathless creatures,
so long as their total Hit Dice do not exceed your cleric level.
Any attempt to exceed this limit automatically fails, but you can
release any number of deathless under your control with a free
action. If a deathless is under the control of another creature,
you must make an opposed Spellcraft check, not Charisma
check, whenever your orders conflict. You can use this ability a
number of times per day equal to 3 + your Charisma modifier.
Replacement Domain Spells: 3rd - Halt Deathless, 4th

- Spirit Steed, 6th - Create Deathless, 7th - Control Deathless,


8th - Create Greater Deathless, 9th - Hero's Blade
Source: ECB, pg. 105
Warforged Subdomain
Associated Domain: Artifice
Replacement Power: The following power replaces the
dancing weapons power of the Artifice domain.
Command Construct (Su): At 8th level, as a standard
action, you enslave any construct within 30'. Constructs receive
a Will save to negate the effect. The DC for this Will save is
equal to 10 + 1/2 your cleric level + your Charisma modifier.
Constructs that fail their saves fall under your control, obeying
your commands to the best of their ability, as if under the
effects of Control Construct. Intelligent constructs, including
living constructs, receive a new saving throw each day to resist
your command. You can control any number of constructs, so
long as their total Hit Dice do not exceed your cleric level. Any
attempt to exceed this limit automatically fails, but you can
release any number of constructs under your control with a free
action. If a construct is under the control of another creature,
you must make an opposed Spellcraft check, not Charisma
check, whenever your orders conflict. You can use this ability a
number of times per day equal to 3 + your Charisma modifier.
This ability does affect constructs, like golems, that would
normally be immune to magic.
Replacement Domain Spells: 2nd - Make Whole, 7th
- Control Construct, 9th - Summon Warforged Champion
Source: FoE, pg. 150

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