TEXT: 1
  A
  lthough classes such as the oracle, druid, and 
  inquisitor all have a special connection with the 
  divine, perhaps no class has a deeper or more 
  powerful bond to the gods than the cleric. Clerics show 
  this deep devotion to their deity in many ways, one of 
  the most important of which is the selection of their 
  two granted domains. The choice of specific domains 
  helps to shape and define the cleric, and it defines what 
  aspects of their gods are foremost in the cleric’s faith 
  and worship.
  Some clerics, however, choose not to divide their 
  energy and devotion between two different domains. 
  Instead they dedicate themselves completely to a 
  single domain, becoming paragons of one aspect of 
  their deities. In return for sacrificing the flexibility and 
  power that comes from a second domain, such clerics 
  gain deeper understanding of one philosophic concept, 
  unlocking more potent abilities linked to their chosen 
  divine focus. This greater understanding and might 
  comes in the form of an Exalted domain.
  In this product we introduce the concept of the 
  Exalted domain, and we present a selection of domains 
  that some might consider offensive in nature. In future 
  products (The Genius Guide to Exalted Domains of Lore and 
  Light, and The Genius Guide to Exalted Domains of Storms 
  and Savagery) we’ll examine the remaining domains and 
  subdomains, creating a line of books that present new 
  options for clerics of every conceivable background.
  GaininG ExaltEd domains
  The normal method of obtaining an Exalted domain 
  is for a newly created 1st-level cleric to select one 
  Exalted domain instead of the normal two standard 
  domains. This method is the default method for gaining 
  an Exalted domain because it is the easiest way to add 
  Exalted domains and requires the least amount of work 
  for the GM.
  
  2
  The GM has a number of options when 
  adding Exalted domains to an ongoing 
  campaign. The GM could allow players with 
  existing cleric characters the opportunity 
  to rewrite the characters using the Exalted 
  domain they would have wanted when 
  the characters were first created. If more 
  internal campaign realism and believability 
  is desired, the GM can instead tie the 
  acquisition of an Exalted domain later in the 
  cleric’s career to a specific campaign event, 
  treating it almost like a campaign reward. 
  Although this should still require the cleric 
  to give up one domain to make the other 
  Exalted, with a little work a GM can make 
  this process feel like a step up to the player.
  For example, Mary is playing Xashir, 
  a 9th-level cleric of King Rook, the neutral 
  deity of knowledge and the undead. 
  Xashir has the Knowledge domain, and the 
  Undead subdomain of the Death domain. 
  The GM decides to add Exalted domains 
  to the campaign, and Mary indicates she 
  is interested in having Xashir give up the 
  Knowledge domain to gain the Exalted 
  subdomain of Undead. Rather than just have 
  Mary rewrite Xashir, the GM indicates that 
  he intends to provide a story-based reason 
  to allow for the change, and Mary says she’s 
  willing to wait for it.
  At the next game session, Xashir and 
  his companions defeat a powerful vampire 
  lord, and Xashir discovers the undead’s 
  castle contains a desecrated chapel to 
  King Rook. Upon cleaning, repairing, and 
  consecrating the chapel, King Rook appears 
  to Xashir in a vision. The deity informs 
  his servant that as a reward for reclaiming 
  this historic chapel, Xashir can choose the 
  title Lore Doyen or Necropolitan. The GM 
  tells Mary that becoming the Lore Doyen 
  would cause Xashir to give up the Undead 
  subdomain for the Exalted Knowledge 
  domain, while being the Necropolitan 
  would do the reverse. Xashir opts to gain the 
  rank Necropolitan, and while the character 
  retains character balance as a result of 
  losing the Knowledge domain, within the 
  campaign’s story Necropolitan Xashir has 
  received an important promotion.
  ExaltEd domains
  Each Exalted domain grants all the spells 
  and abilities from the standard domain as 
  listed in the Pathfinder Roleplaying Game Core 
  Rulebook except where specifically noted in 
  the descriptions below. An Exalted version 
  Why do WE havE to Wait?
  Of course one unfortunate side effect of breaking the Exalted domains into three different products is that it takes time to release each book. 
  Although that won’t make a difference in the long run, at first we run the risk of having customers pick up War and Ruin, loving the concept, and 
  being unable to apply it to their characters because we haven’t released the book with the domain they most want. This scenario naturally leads to the 
  following question: Why did we break the domains up among three products?
  Two of the recurring comments we receive at Super Genius Games are that our products often leave our customers wanting more, and that our 
  ongoing support of the new material found in the Advanced Player’s Guide (APG) is greatly appreciated. While we could have ignored subdomains as 
  presented in the APG, that would have forced some GMs who like the Exalted domain idea to figure out how to apply it to subdomains themselves. 
  Similarly, once we decided to include subdomains we could have cut everything else—ideas of how to apply Exalted domains to other classes, advice 
  on introducing them to an ongoing campaign, and so on—but that would have left many customers commenting that they’d like more support material. 
  And once we decided to include all those options, we had a manuscript three times longer than our normal offerings.
  Even though designer Marc Radle did an amazing job in turning the full manuscript over quickly despite its huge size, that’s not the end of the 
  process for us. Everything has to be playtested, developed, edited, and proofread. Those things take time, and it was clear we weren’t going to have 
  all of the Exalted domains done quickly. So we decided to divide the material by theme (our original categories were “hurting things, being a good 
  guy, and stuff druids want,” and we haven’t strayed too far from those) and produce a line of books. By the time we’re done, we’ll have produced an 
  Exalted version of every official domain and subdomain, as well as all the domains introduced in Super Genius products. Each product will be complete 
  by itself, but each will also include new options that could be used with any Exalted domain. This is both a bit of an experiment and a risk for us, but 
  hopefully this format will give fans the treatment of the material they want, without backing up our production by a couple of months.
  
  3
  of a specific domain power listed in a given 
  Exalted domain description replaces the 
  corresponding standard power from the 
  Pathfinder Roleplaying Game Core Rulebook.
  In 
  addition 
  to 
  replacing 
  existing 
  domain powers with more powerful, 
  Exalted versions, each Exalted domain 
  also grants entirely new powers, which are 
  detailed in their respective Exalted domain 
  descriptions.
  Players of clerics with an Exalted 
  domain, sometimes referred to simply as 
  Exalted clerics, are strongly encouraged to 
  roleplay this important aspect of the cleric’s 
  faith whenever possible. Clerics with the 
  Exalted Healing domain, for example, might 
  insist on healing all wounded creatures, 
  including captured enemies—such a cleric 
  might even follow a code similar to the 
  Hippocratic Oath. A cleric with the Exalted 
  War domain might refuse to ever back down 
  from physical combat while a cleric with the 
  Exalted Travel domain might constantly 
  urge his companions to be on the move, 
  never wanting to remain in one place for too 
  long.
  Clerics choosing the Good, Evil, Law, 
  or Chaos Exalted domains must have that 
  component in their alignment. In other 
  words, a cleric with the Exalted Good 
  domain must be lawful good, chaotic good, 
  or neutral good; a cleric with the Exalted 
  Law domain must be lawful good, lawful 
  evil or lawful neutral, and so on.
  SpontaneouS Domain SpellS
  Exalted domains grant the ability to 
  channel stored spell energy into domain 
  spells that the cleric did not prepare ahead 
  of time. The cleric can “lose” any prepared 
  cleric spell to cast any domain spell of the 
  same spell level or lower from his Exalted 
  domain spell list spontaneously. The ability 
  to cast domain spells spontaneously is in 
  addition to the standard cleric ability to cast 
  cure or inflict spells spontaneously. Clerics 
  with an Exalted domain also still receive 
  one spell slot per spell level (other than 0) to 
  prepare a spell from their Exalted domain 
  spell list.
  exalteD SubDomainS
  The Advanced Player’s Guide introduces 
  the concept of cleric subdomains. These 
  optional rules allow for more tightly 
  focused areas of clerical worship and 
  power. Just as every core domain has a 
  number of subdomains associated with it, 
  every Exalted domain has the same Exalted 
  subdomains. 
  Each 
  Exalted 
  subdomain 
  replaces both a granted power and a number 
  of spells in the Exalted subdomain’s granted 
  spell list. Spells marked with an asterisk (*) 
  are detailed in the Advanced Player’s Guide. 
  For a cleric to choose an Exalted subdomain 
  instead of a standard Exalted domain, the 
  cleric’s deity must normally grant both the 
  domain and its subdomain.
  An Exalted subdomain is treated as 
  equivalent to its associated core Exalted 
  domain for any effect or prerequisite 
  based on domains. Except as detailed here, 
  Exalted subdomains follow the rules for normal 
  subdomains as established in the Advanced 
  Player’s Guide. The Exalted subdomains are 
  listed with their associated Exalted domain. 
  In cases where a subdomain is associated with 
  more than one domain (such as the demon 
  subdomain), two variants of the subdomain are 
  given, each listed with the domain tied to that 
  variant.
  
  4
  To create an Exalted subdomain, combine the 
  changes and new powers from the appropriate 
  Exalted domain, the replacement powers and 
  new domain spells given in the associated 
  subdomain from the Advanced Player’s Guide, 
  and any additional changes detailed below in the 
  associated Exalted subdomain. If a replacement 
  Exalted subdomain power is detailed here, it 
  replaces the one given in the normal Advanced 
  Player’s Guide subdomain. If no replacement 
  Exalted subdomain power is detailed, use the 
  replacement subdomain power listed in the 
  Advanced Player’s Guide instead. In both cases, 
  use the replacement domain spells listed in the 
  Advanced Player’s Guide.
  Some GMs might want to further focus 
  some of the other abilities of a given Exalted 
  subdomain. For example, two of the new 
  abilities granted in the Exalted Animal domain 
  are animal companion and animal shape. A 
  GM might decide that clerics with the Exalted 
  Feather subdomain are limited to only a bird 
  or other flying creatures for both an animal 
  companion and when using animal shape.
  ExaltEd domains of 
  War and ruin
  exalteD ChaoS Domain
  Exalted Touch of Chaos (Sp): You can imbue a 
  target with chaos as a melee touch attack. For the 
  next round, any time the target rolls a d20, he must 
  roll twice and take the less favorable result. When 
  you reach 16th level, a target must roll three times 
  and take the worst result. You can use this ability a 
  number of times per day equal to 6 + your Wisdom 
  modifier.
  Alignment Channel (Ex): At 4th level, you 
  gain Alignment Channel (chaos) as a bonus 
  feat.
  Chaos Blade (Su): At 8th level, you can give 
  a weapon that you touch the anarchic special 
  weapon quality for a number of rounds equal 
  to your cleric level. You can use this ability 
  once per day at 8th level, and an additional 
  time per day for every four levels beyond 8th.
  Mass Chaos (Sp): Beginning at 12th level, 
  you can use Exalted touch of chaos three times 
  per day as a ranged touch attack on all 
  enemies within a 30-foot radius, centered on 
  you. When used in this way, your Exalted touch 
  of chaos effect lasts a number of rounds equal 
  to 3 + your Wisdom modifier. You can use this 
  ability one additional time per day for every 
  four additional cleric levels.
  SubDomainS
  exalteD azata SubDomain
  Combine the changes and powers of 
  the Exalted Chaos domain with the Azata 
  subdomain to create the Exalted Azata 
  subdomain. Replace the Elysium’s call 
  power of the Azata subdomain with the 
  Exalted Elysium’s call power below. Also 
  replace mass chaos with mass Elysium’s call 
  below.
  Exalted Elysium’s Call (Su): With a touch, 
  you can imbue creatures with the spirit of 
  Elysium, lifting their spirits and freeing 
  them from bonds. The creatures touched can 
  immediately reroll any failed saving throws 
  against spells and spell-like abilities of the 
  enchantment (charm) and enchantment 
  (compulsion) subschools. On a successful 
  saving throw, the enchantment ends. In 
  addition, targets receive a +4 sacred bonus 
  on such saving throws and a +4 sacred 
  bonus on CMB checks to escape a grapple. 
  Finally, targets can ignore up to 5 feet of 
  difficult terrain each round, as if they had 
  the Nimble Moves feat. These bonuses last 
  for a number of rounds equal to your cleric 
  level –3 (minimum 1), although the saving 
  throw reroll applies only when the creature 
  is touched. You can use this ability for a 
  number of rounds per day equal to 6 + your 
  Wisdom modifier.
  Mass Elysium’s Call (Sp): Beginning at 
  12th level, you can convey the benefits of 
  Exalted Elysium’s call once per day to all 
  allies within a 30-foot radius, centered on 
  you. When used in this way, your Exalted 
  Elysium’s call effect lasts a number of rounds 
  equal to equal to 3 + your Wisdom modifier. 
  This radius increases by an additional 15 
  feet for every four additional cleric levels.
  exalteD Demon SubDomain
  Combine the changes and powers of 
  the Exalted Chaos domain with the Demon 
  subdomain to create the Exalted Demon 
  subdomain. Replace the fury of the abyss 
  power of the Demon subdomain with the 
  Exalted fury of the Abyss power below. 
  Also replace mass chaos with mass abyssal 
  fury below.
  Exalted Fury of the Abyss (Su): As a 
  swift action, you can give yourself an 
  enhancement bonus equal to your cleric 
  level –3 (minimum +1) on melee attacks, 
  melee damage rolls, and combat maneuver 
  checks. This bonus lasts for 1 round. During 
  this round, you take a –2 penalty to AC. You 
  
  5
  can use this ability for a number of times per 
  day equal to 6 + your Wisdom modifier.
  Mass Abyssal Fury (Sp): Beginning at 
  12th level, you can convey the benefits 
  of Exalted fury of the Abyss once per 
  day to all allies within a 30-
  foot 
  radius, centered on you. When used in this 
  way, your Exalted fury of the Abyss effect 
  lasts a number of rounds equal to equal 
  to 3 + your Wisdom modifier. This radius 
  increases by an additional 15 feet for every 
  four additional cleric levels.
  exalteD protean SubDomain
  Combine the changes and powers of the 
  Exalted Chaos domain with the Protean 
  subdomain to create the Exalted Protean 
  subdomain.
  exalteD Death Domain
  Granted Powers: You can cause the 
  living to bleed at a touch, and you find 
  comfort in the presence of the dead. You 
  gain an insight bonus equal to 1/2 your 
  cleric level (minimum +1) on saving throws 
  against death effects.
  Exalted Bleeding Touch (Sp): As a melee 
  touch attack, you can cause a living 
  creature to take a 2d6 points of 
  damage per round. This effect 
  persists for a number of rounds 
  equal to your cleric level or until 
  stopped with a DC 15 Heal check or 
  any spell or effect that heals damage. 
  You can use this ability a number of 
  times per day equal to 6 + your Wisdom 
  modifier.
  Command Undead (Ex): At 4th level, you 
  gain Command Undead as a bonus feat.
  Death’s Embrace (Ex): At 8th level, you 
  heal damage instead of taking damage from 
  channeled negative energy. If the channeled 
  negative energy targets undead, you heal 
  hit points just like undead in the area. You 
  also gain the supernatural ability to speak with 
  dead, per the spell, for a number of rounds per 
  day equal to your cleric level. These rounds do 
  not need to be consecutive. At 10th level, and 
  every five levels thereafter, the dead creature 
  takes a cumulative –2 penalty on its Will save 
  to resist the speak with dead effect.
  Greater Spell Focus (Sp): At 12th level, you are 
  treated as if you have the Greater Spell Focus 
  (Necromancy) feat, even if you do not meet the 
  prerequisite.
  SubDomainS
  exalteD murDer SubDomain
  Combine the changes and powers of 
  the Exalted Death domain with the Murder 
  subdomain to create the Exalted Murder 
  subdomain. Replace the killing blow power of 
  the Murder subdomain with the killing blow 
  power below.
  Killing Blow (Su): At 8th level, weapons you 
  use become infused with the power of death. 
  Whenever you confirm a critical hit with a 
  melee or ranged weapon, your attack deals an 
  additional amount of bleed damage equal to 
  your cleric level. You can use this ability once 
  per day at 8th level, plus one additional time 
  per day for every four levels beyond 8th.
  exalteD unDeaD SubDomain
  Combine the changes and powers of the 
  Exalted Death domain with the Undead 
  subdomain to create the Exalted Undead 
  subdomain. Replace the death’s kiss power 
  of the Undead subdomain with the Exalted 
  death’s kiss power below.
  Exalted Death’s Kiss (Su): With a melee touch 
  attack, you can cause a creature to take on some 
  
  6
  of the traits of the undead. Touched creatures 
  are treated as undead for the purposes of effects 
  that heal or cause damage based on positive and 
  negative energy. This effect lasts for a number 
  of rounds equal to your cleric level. It does not 
  apply to the Turn Undead or Command Undead 
  feats. You can use this ability a number of times 
  per day equal to 6 + your Wisdom modifier.
  exalteD DeStruCtion Domain
  Exalted Destructive Smite (Su): The power 
  of destruction flows through you, bolstering 
  your confidence. You can make a single melee 
  attack with a morale bonus on damage rolls 
  equal to your cleric level. You must declare the 
  destructive smite before making the attack. You 
  can use this ability a number of times per day 
  equal to 6 + your Wisdom modifier.
  Channel Smite (Ex): At 4th level, you gain 
  Channel Smite as a bonus feat.
  Greater Destruction (Su): At 12th level, you 
  can treat one domain spell you are about to cast 
  as though it was enhanced with the Maximize 
  Metamagic feat. This does not alter the level 
  of the spell or the casting time. You can use 
  this ability once per day at 12th level and one 
  additional time per day for every 4 cleric levels 
  thereafter.
  SubDomainS
  exalteD CataStrophe SubDomain
  Combine the changes and powers of 
  the Exalted Destruction domain with the 
  Catastrophe subdomain to create the Exalted 
  Catastrophe subdomain.
  exalteD rage SubDomain
  Combine the changes and powers of the 
  Exalted Destruction domain with the Rage 
  subdomain to create the Exalted Rage 
  subdomain.
  exalteD glory Domain
  Exalted Touch of Glory (Sp): 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 +2 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, whichever comes first. You can use 
  this ability to grant the bonus a number of 
  times per day equal to 6 + your Wisdom 
  modifier.
  Improved Channel (Ex): At 4th level, you 
  gain Improved Channel as a bonus feat.
  Flash of Glory (Su): At 12th level, you emit 
  a flash of glory once per day, and it blinds 
  all enemies within a 30-foot radius (centered 
  on you) for a number of rounds equal to 
  1/2 your cleric level. A successful Fortitude 
  save (DC 10 + 1/2 your cleric level + your 
  Wisdom modifier) reduces the duration of 
  the blindness to one round. You can use this 
  ability one additional time per day for every 
  four additional cleric levels.
  SubDomainS
  exalteD heroiSm SubDomain
  Combine the changes and powers of the 
  Exalted Glory domain with the Heroism 
  subdomain to create the Exalted Heroism 
  subdomain.
  exalteD honor SubDomain
  Combine the changes and powers of 
  the Exalted Glory domain with the Honor 
  subdomain to create the Exalted Heroism 
  subdomain. Replace the honor bound power 
  of the Honor subdomain with the Exalted 
  honor bound power below.
  Exalted Honor Bound (Su): With a touch, 
  you can remind a creature of its duties and 
  responsibilities, granting it a new saving 
  throw with a +2 sacred bonus against each 
  enchantment 
  (charm) 
  or 
  enchantment 
  (compulsion) effect that currently affects 
  it. If the saving throw is successful, the 
  enchantment effect is ended. This power 
  only affects effects that allow a saving 
  throw. If you fail a saving throw against 
  such an effect, you can use this ability as 
  an immediate action to grant yourself an 
  additional saving throw. Once the target 
  (either you or a touched creature) has made 
  one additional saving throw per effect, this 
  ability has no further effect on that particular 
  enchantment effect. You can use this ability 
  a number of times per day equal to 6 + your 
  Wisdom modifier.
  exalteD law Domain
  Exalted Touch of Law (Sp): You can touch 
  a willing creature as a standard action, 
  infusing it with the power of divine order 
  and allowing it to treat all attack rolls, skill 
  checks, ability checks, and saving throws 
  for 1 round as if the natural d20 roll resulted 
  in an 11. You can use this ability a number 
  of times per day equal to 6 + your Wisdom 
  modifier.
  Alignment Channel (Ex): At 4th level, you 
  gain Alignment Channel (law) as a bonus 
  feat.
  
  7
  Staff of Order (Su): At 8th level, you can 
  give a weapon that you touch the axiomatic 
  special weapon quality for a number of 
  rounds equal to your cleric level. You can 
  use this ability once per day at 8th level, and 
  an additional time per day for every four 
  levels beyond 8th.
  Mass Order (Sp): Beginning at 12th level, 
  you can use Exalted touch of law three times 
  per day on all allied creatures within a 30-
  foot radius, centered on you. When used 
  in this way, your Exalted touch of law effect 
  lasts 3 rounds. You can use this ability 
  one additional time per day for every four 
  additional cleric levels.
  SubDomainS
  exalteD arChon SubDomain
  Combine the changes and powers of 
  the Exalted Law domain with the Archon 
  subdomain to create the Exalted Archon 
  subdomain. Replace the aura of menace 
  power of the Archon subdomain with the 
  aura of menace power below.
  Aura of Menace (Su): At 8th level, you can 
  emit a 30-foot aura of menace as a standard 
  action. Enemies in this aura take a –2 penalty 
  to AC and on attack rolls and saving throws 
  as long as they remain inside the aura. 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.
  exalteD Devil SubDomain
  Combine the changes and powers of 
  the Exalted Law domain with the Devil 
  subdomain to create the Exalted Devil 
  subdomain. Replace the hell’s corruption 
  power of the Archon subdomain with the 
  Exalted hell’s corruption power below. 
  Also replace mass order with mass corruption 
  below.
  Exalted Hell’s Corruption (Su): With a 
  melee touch attack, you can cause a creature 
  to become more susceptible to corruption. 
  Creatures touched take 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 
  your cleric level. You can use 
  this ability for a number of 
  times per day equal to 6 + 
  your Wisdom modifier.
  Mass Corruption (Su): 
  Beginning at 12th level, 
  you can use Exalted 
  hell’s 
  corruption 
  three 
  times 
  per 
  day as a ranged 
  touch attack on all 
  enemies within a 
  30-foot radius, centered 
  on you. When used in 
  this way, your Exalted 
  touch 
  of 
  chaos 
  effect 
  lasts a number of rounds 
  equal to equal to 3 + your 
  Wisdom modifier. You can use 
  this ability one additional time per day for 
  every four additional cleric levels.
  exalteD inevitable SubDomain
  Combine the changes and powers of the 
  Exalted Law domain with the Inevitable 
  subdomain to create the Exalted Inevitable 
  subdomain. Replace the command power of 
  the Inevitable subdomain with the Exalted 
  command power below. Also replace mass 
  order with mass command below.
  Exalted Command (Su): As a standard 
  action, you can give a creature an emotionless 
  yet 
  undeniable 
  order, as per the spell 
  command. A Will save 
  (DC 10 + 1/2 your cleric 
  level 
  + 
  your 
  Wisdom 
  modifier +2) negates this 
  effect. You cannot target a 
  creature more than once per 
  day with this ability. You can 
  use this ability a number of 
  times per day equal to 6 + your 
  Wisdom modifier.
  Mass Command 
  (Su): Beginning at 
  12th level, you 
  can use Exalted 
  command 
  three 
  times per day to 
  affect all enemies 
  within a 30-foot radius, 
  centered on you. When used 
  in this way, your Exalted command 
  effect lasts a number of rounds 
  equal to equal to 3 + your Wisdom 
  modifier. You can use this ability 
  one additional time per day 
  for every four additional cleric 
  levels.
  
  8
  exalteD liberation Domain
  Exalted Liberation (Su): You have the ability 
  to ignore impediments to your mobility. For a 
  number of rounds per day equal to your cleric 
  level + 3, you can move normally regardless of 
  magical effects that impede movement, as if 
  you were affected by freedom of movement. This 
  effect occurs automatically as soon as it applies. 
  These rounds do not need to be consecutive.
  Iron Will (Ex): At 4th level, you gain Iron Will 
  as a bonus feat.
  Free Will (Su): At 12th level, you gain a bonus 
  equal to 1/2 your cleric level on saving throws 
  versus any enchantment spell or effect targeting 
  you. In addition, as an immediate action once 
  per day you can extend this bonus to all friendly 
  creatures within a 30-foot radius (centered on 
  you) for a number of consecutive rounds equal 
  to your Wisdom modifier. You can do this one 
  additional time per day for every four additional 
  cleric levels.
  SubDomainS
  exalteD FreeDom SubDomain
  Combine the changes and powers of the 
  Exalted Liberation domain with the Freedom 
  subdomain to create the Exalted Freedom 
  subdomain. Replace the liberation’s blessing 
  power of the Freedom subdomain with the 
  Exalted liberation’s blessing power below.
  Exalted Liberation’s Blessing (Sp): You touch a 
  willing creature as a standard action, granting 
  it a boon. A creature with this boon can, as a 
  swift action, make a saving throw with a +2 
  sacred bonus against a single spell or effect it is 
  suffering from that grants a saving throw. The 
  DC of the saving throw is equal to the original 
  DC of the spell or effect. If the saving throw is 
  successful, the effect ends. This boon lasts 
  for 10 minutes or until successfully used to 
  remove a spell or effect, whichever duration 
  is shorter. You can use this ability for a 
  number of times equal to 6 + your Wisdom 
  modifier.
  exalteD revolution SubDomain
  Combine the changes and powers of 
  the Exalted Liberation domain with the 
  Revolution subdomain to create the Exalted 
  Revolution subdomain.
  exalteD maDneSS Domain
  Exalted Vision of Madness (Sp): With a 
  melee touch attack, you can give a creature 
  a vision of madness. Choose one of the 
  following: attack rolls, saving throws, or 
  skill checks. The target receives a bonus to 
  the chosen rolls equal to your cleric level 
  and a penalty to the other two types of rolls 
  equal to your cleric level. This effect fades 
  after 3 rounds. You can use this ability a 
  number of times per day equal to 6 + your 
  Wisdom modifier.
  Touch of Madness (Su): At 4th level, you 
  can give a creature a touch of madness 
  as a melee touch attack. If successful, the 
  target is affected by confusion for a number 
  of rounds equal to 1/2 your cleric level. A 
  confused creature can attempt a Will save 
  with a DC equal to 10 + 1/2 your cleric level 
  + your Wisdom modifier to cut the number 
  of rounds affected in half.
  Madness Mastery (Sp): At 12th level, add 
  +2 to the effective caster level of all spells 
  you cast with the mind-affecting descriptor. 
  Add an additional +1 for every 4 additional 
  cleric levels thereafter.
  SubDomainS
  exalteD inSanity SubDomain
  Combine the changes and powers of the 
  Exalted Madness domain with the Insanity 
  subdomain to create the Exalted Insanity 
  subdomain. Replace the insane focus power 
  of the Insanity subdomain with the Exalted 
  insane focus power below.
  Exalted Insane Focus (Su): You can touch 
  a willing creature as a standard action, 
  granting it a +4 bonus on all saving throws 
  made against mind-affecting effects and 
  immunity to confusion. This bonus lasts for 
  10 minutes. If the creature fails a saving 
  throw against a mind-affecting effect during 
  this period, it loses its immunity to confusion 
  and is immediately confused for 1 round. 
  You can use this ability a number of times 
  per day equal to 6 + your Wisdom modifier.
  exalteD nightmare SubDomain
  Combine the changes and powers of 
  the Exalted Madness domain with the 
  Nightmare subdomain to create the Exalted 
  Nightmare subdomain. Replace the fearful 
  touch power of the Nightmare subdomain 
  with the Exalted fearful touch power below.
  Exalted Fearful Touch (Su): As a standard 
  action, you can make a melee touch attack 
  against a creature, causing it to experience 
  terrible hallucinations for 1 round. During 
  this time, the creature loses any immunity 
  to fear effects it might possess and takes a 
  –3 penalty on attack rolls made against you. 
  In addition, the creature takes a penalty on 
  Will saves made against fear effects equal 
  to your cleric level – 2 (minimum –1). This 
  power is a mind-affecting effect. You can 
  
  9
  use this ability for a number of times per 
  day equal to 6 + your Wisdom modifier.
  exalteD nobility Domain
  Exalted Inspiring Word (Sp): As a standard 
  action, you can speak an inspiring word 
  to a creature within 30 feet. That creature 
  receives a +2 morale bonus on attack rolls, 
  skill checks, ability checks, and saving 
  throws for a number of rounds equal to 
  your cleric level. You can use this power a 
  number of times per day equal to 6 + your 
  Wisdom modifier.
  Skill Focus (Ex): At 4th level, you gain 
  Skill Focus (Knowledge [nobility]) as a 
  bonus feat.
  Leadership (Ex): At 8th level, you receive 
  Leadership as a bonus feat. In addition, you 
  gain a +4 bonus on your leadership score as 
  long as you uphold the tenets of your deity 
  (or divine concept if you do not venerate a 
  deity).
  Mass Inspire (Sp): At 12th level, you can 
  speak your Exalted inspiring word three 
  times per day to all allied creatures within a 
  30-foot radius, centered on you. You can use 
  this ability one additional time per day for 
  every four additional cleric levels.
  SubDomainS
  exalteD leaDerShip SubDomain
  Combine the changes and powers of the 
  Exalted Nobility domain with the Leadership 
  subdomain to create the Exalted Leadership 
  subdomain. Replace the inspiring command 
  power of the Leadership subdomain with the 
  Exalted inspiring command power below. 
  Also replace mass inspire with mass inspiring 
  command below.
  Exalted Inspiring Command (Su): As a 
  standard action, you can issue an inspiring 
  command to your allies. The inspiring 
  command affects one ally plus one additional 
  ally for every two cleric levels you possess, 
  who must all be within 30 feet of you. Affected 
  allies gain a +2 insight bonus on attack 
  rolls, AC, combat maneuver defense, and 
  skill checks for 1 round. This is a language-
  dependent mind-affecting effect.
  Mass Inspiring Command (Sp): At 12th 
  level, you can speak your Exalted inspiring 
  command three times per day to all allied 
  creatures within a 30-foot radius, centered on 
  you. This effect lasts a number of rounds equal 
  to your cleric level. You can use this ability one 
  additional time per day for every four additional 
  cleric levels.
  exalteD martyr SubDomain
  Combine the changes and powers of the 
  Exalted Nobility domain with the Martyr 
  subdomain to create the Exalted Martyr 
  subdomain. Replace the sacrificial bond power 
  of the Martyr subdomain with the Exalted 
  sacrificial bond power below.
  
  10
  Exalted Sacrificial Bond (Su): At 8th level, 
  when an ally within 30 feet of you takes damage 
  from an attack, you can, as an immediate action, 
  transfer this damage to yourself. This power 
  also transfers any effects that accompany the 
  damage. The damage done to you cannot be 
  reduced in any way. You can use this ability 
  twice per day at 8th level, plus on additional 
  time per day at 14th level and 20th level.
  exalteD Strength Domain
  Granted Powers: In strength and brawn 
  there is truth—your faith gives you incredible 
  might and power. Intimidate is a class skill for 
  you.
  Exalted Strength Surge (Sp): As a standard 
  action, you can touch a creature to give it 
  great strength. For 1 round, the target gains an 
  enhancement bonus equal to your cleric level 
  to melee attacks, combat maneuver checks 
  that rely on Strength, Strength-based skills, 
  and Strength checks. You can use this ability 
  a number of times per day equal to 6 + your 
  Wisdom modifier.
  Intimidating Prowess (Ex): At 4th level, you 
  gain Intimidating Prowess as a bonus feat.
  Divine Strength: At 12th level, you gain a 
  permanent +2 increase to your Strength score. 
  You add an additional +1 to your Strength score 
  for every additional four cleric levels beyond 
  12th.
  SubDomainS
  exalteD FeroCity SubDomain
  Combine the changes and powers of the 
  Exalted Strength domain with the Ferocity 
  subdomain to create the Exalted Ferocity 
  subdomain. Replace the ferocious strike power 
  of the Ferocity subdomain with the Exalted 
  ferocious strike power below.
  Exalted Ferocious Strike (Su): Whenever 
  you make a melee attack, you can designate 
  that attack as a ferocious strike. If the attack 
  hits, it deals additional damage equal to 
  your cleric level. You can use this ability a 
  number of times per day equal to 6 + your 
  Wisdom modifier.
  exalteD reSolve SubDomain
  Combine the changes and powers of the 
  Exalted Strength domain with the Resolve 
  subdomain to create the Exalted Resolve 
  subdomain.
  exalteD triCkery Domain
  Granted Powers: You are a master of 
  illusions and deceptions. Bluff, Disguise, 
  Sleight of Hand, and Stealth are class skills.
  Exalted Copycat (Sp): You can create an 
  illusory double of yourself as a move action. 
  This double functions as a single mirror 
  image and lasts for a number of rounds 
  equal to your cleric level + 2, or until the 
  illusory duplicate is dispelled or destroyed. 
  You can have no more than one copycat at 
  a time. This ability does not stack with the 
  mirror image spell. You can use this ability a 
  number of times per day equal to 6 + your 
  Wisdom modifier.
  Deceitful (Ex): At 4th level, you gain 
  Deceitful as a bonus feat.
  Tricky Spells (Sp): At 12th level, you can 
  cast spells without their somatic and verbal 
  components, as if using the Still Spell and 
  Silent Spell metamagic feats. Spells cast 
  using this ability do not increase in spell 
  level or casting time. You can use this ability 
  three times per day at 12th level and one 
  additional time for every additional 4 cleric 
  levels.
  SubDomainS
  exalteD DeCeption SubDomain
  Combine the changes and powers of the 
  Exalted Trickery domain with the Deception 
  subdomain to create the Exalted Deception 
  subdomain. Replace the sudden shift power 
  of the Deception subdomain with the Exalted 
  sudden shift power below.
  Exalted Sudden Shift (Sp): In the blink of 
  an eye, you can appear somewhere else. As 
  an immediate action, after you are missed by 
  a melee attack, you can teleport up to 10 feet 
  to a space that you can see that is threatened 
  by the creature that attacked you. You can 
  use this power a number of times each day 
  equal to 6 + your Wisdom modifier.
  exalteD thievery SubDomain
  Combine the changes and powers of the 
  Exalted Trickery domain with the Thievery 
  subdomain to create the Exalted Thievery 
  subdomain.
  exalteD war Domain
  Exalted Battle Rage (Sp): You can touch 
  a creature as a standard action to give it a 
  bonus on melee damage rolls equal to your 
  cleric level for 1 round. You can do so a 
  number of times per day equal to 6 + your 
  Wisdom modifier.
  
  11
  Weapon Focus (Ex): At 4th level, you 
  gain Weapon Focus in your deity’s favored 
  weapon as a bonus feat.
  Critical Focus (Ex): At 12th level, you 
  are treated as though you have the Critical 
  Focus feat, but only with your deity’s 
  favored weapon.
  SubDomainS
  exalteD blooD SubDomain
  Combine the changes and powers of 
  the Exalted War domain with the Blood 
  subdomain to create the Exalted Blood 
  subdomain.
  exalteD taCtiCS SubDomain
  Combine the changes and powers of 
  the Exalted War domain with the Tactics 
  subdomain to create the Exalted Tactics 
  subdomain. Replace the seize the initiative 
  power of the Tactics subdomain with the 
  Exalted seize the initiative power below.
  Exalted Seize the Initiative (Su): Whenever 
  you and your allies roll for initiative, you 
  can grant one ally within 30 feet of you, 
  plus one additional ally for every four cleric 
  levels you possess, the ability to roll twice 
  and take either result. This decision is made 
  before results are revealed. You can use this 
  ability a number of times per day equal to 6 
  + your Wisdom modifier.
  ExaltEd domains in 
  your CampaiGn
  Exalted domains are a great tool for 
  differentiating between various temples in 
  a campaign in that they give access to only 
  one or two Exalted domains per deity. If the 
  orc deity Torvaak is god of warriors (with 
  the domains of Blood, Destruction, Glory, 
  and Strength) and the northern human clans 
  worship Bharen deity of Beserks (with the 
  domains of Glory, Rage, Strength, and War), 
  clerics of the two deities will have very similar 
  spells and abilities. But if only Torvaak’s clerics 
  can access the Exalted Destruction domain, and 
  only Bharen’s clerics can take the Exalted Rage 
  domain, the major focuses of the two deities are 
  clearly defined and separated.
  Even within the same deity’s temple, a GM 
  can highlight philosophic differences in how 
  to worship, serve, and promote the deity’s 
  agenda with Exalted domains. Even within the 
  classic deities of our world, a single deity can 
  encompass a broad range of areas of worship. 
  Campaign deities may have similarly broad 
  dominions. For example, a campaign might 
  include Vathena, goddess of war, wisdom, 
  strength, strategy, and justice, and her clerics 
  can choose from the domains of Knowledge, 
  Law, Strength and War. Regional differences 
  make the goddess patron of mercenaries and 
  warlords in the city of Pallathium, and the 
  goddess of judges and city guards in Raethage. 
  If players learn that the clerics of Pallathium 
  might take the Exalted domains of Strength 
  and War, and those of Raethage might take the 
  Exalted domains of Knowledge and Law, they 
  can figure out that the two priesthoods might 
  not always see eye-to-eye.
  
  12
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  System Reference Document. Copyright 2000, Wizards of the Coast, Inc.; Authors Jonathan Tweet, 
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  The Genius Guide To: Exalted Domains of War and Ruin. Copyright 2010, Super Genius Games. 
  Author: Marc Radle
  WE Err on thE sidE of aWEsomE!
  CrEdits
  Designer:
  Marc Radle
  Developer:
  Owen K.C. Stephens
  Credative Director:
  Stan!
  Editor:
  Miranda Horner
  Proofreader:
  Jeremy Miller 
  Cover Art:
  Peter Szabo Gabor
  Interior Art:
  Shaman Stockart and Kimagu
  Graphic Design and Typesetting:
  Anthony Kenniston
  Produced By:
  Super Genius Games
  www.supergeniusgames.com
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