TEXT: 1
  
  2
  Kalgorax drew a deep breath. Not waiting for what 
  would follow, Blake and Maeve lunged away from 
  the dragon’s open maw. From an alcove high above 
  came a howl of rage that was almost lost in the dying 
  echoes of the trumpet call. Barbeorn flung himself 
  out into the air above Kalgorax, his warhammer 
  already sweeping down. A slim silhouette appeared 
  in the high alcove and small projectiles of pure force 
  flew past the falling barbarian to unerringly strike 
  the dragon. Simultaneously, the dragon unleashed 
  its breath. The roaring inferno tore towards the 
  fighter and cleric but the worst of the blaze went 
  awry as Barbeorn’s crushing blow caused Kalgorax 
  to writhe in unexpected agony. 
  Seizing on this moment Maeve channeled again 
  but with different intention. Maeve’s mind and body 
  seemed to sync and attune to Kalgorax. 
  Edik leapt into action too, his rapier pierced 
  deeply between the scales on the dragon’s flank 
  opposite of where Blake now threatened the beast. 
  Maeve felt the dragon flinch away from the 
  rogue’s nimble blade, she could also feel the twitch 
  of wings but she could not yell out a warning before 
  Kalgorax reared backwards and beat its wings hard 
  against Barbeorn. The barbarian twisted as he was 
  knocked off the dragon’s back to land in a crouch 
  dangerously close to the monster’s claws.
  In a single sinuous move, the dragon swiveled 
  its head around biting at Maeve. Fortunately 
  the momentary warning afforded by her battle 
  attunement allowed Maeve to dodge backwards just 
  in time for the dragon’s teeth to snap on empty air. 
  Domain 
  Channelling ii
  Domains of 
  light anD lore
  The vicious red dragon, Kalgorax, unceremoniously 
  smacked Maeve with its tail, sending the cleric 
  tumbling backward into one of a hundred piles of 
  antique coins. Maeve ground her teeth as she rose 
  from an undignified heap on the ground. Coins 
  rained from her clothes in a ringing cascade. “Oh, 
  you bitch,” she growled at the dragon. 
  The insult helped Maeve focus as she took stock 
  of the battlefield. The dragon bled from a number 
  of small but insignificant wounds. To Maeve’s 
  right, Blake crouched behind his shield. A grimace 
  of pain etched the fighter’s face and he breathed a 
  little too heavily. From this vantage Maeve could 
  also see Edik creeping around the monster’s flank, 
  but no one else. 
  “Tael? Barbeorn?” she asked Blake. When the 
  fighter shrugged she swore quietly. Tael had taken 
  a grisly wound to her side, so it seemed she’d 
  teleported herself out of harm’s way. Had she taken 
  Barbeorn with her? Maeve hoped they were both 
  still alive but there was no time to dwell on it now. 
  Focusing her thoughts Maeve called on the 
  powers of her goddess 
  and channeled, careful 
  to deny the dragon any 
  of the healing energy. 
  The clarion call of 
  celestial 
  trumpets 
  accompanied the wave 
  of positive energy that 
  burst 
  from 
  Maeve. 
  Kalgorax 
  flinched 
  visibly at the sound 
  of the horns hissing 
  loudly, Blake perked up, 
  his sword rising almost 
  imperceptibly and the 
  pain of Maeve’s own 
  injuries abated. 
  
  3
  T
  he Genius Guide to Domain Channeling 
  introduced players and GMs to a new 
  classification of feats for the Pathfinder Roleplaying 
  Game – Domain Channeling. These feats augment a 
  power that all clerics share and utilize in almost the 
  same manner regardless of deity, personalizing it to 
  the portfolio of the PC’s patron deity. 
  The purpose of this was to help clerics play differently 
  from one another. Unlike wizards and sorcerers, clerics 
  often seem to become locked into the role of party 
  healer foregoing a number of their more interesting 
  spell options for cure and restoration spells. Having 
  an additional ability or two tied directly to an existing 
  resource offers those clerics a way to reflect the focus 
  of their worship and bring some diversity to how clerics 
  may be played without breaking game balance.
  The original Genius Guide to Domain Channeling 
  covered all of the domains in the core rules, however 
  much of the feedback we received included requests 
  for third-party domains, and many more requests for 
  the subdomains introduced in the Advanced Player’s 
  Guide. That’s a lot of feats, probably too many for 
  a single PDF release, so drawing inspiration from 
  previous Genius Guides the additional content was 
  divided up. This volume focuses on the domains and 
  subdomains most associated with deities concerned 
  with knowledge, good, aid, and assisting groups.
  Domain Channeling anD 
  Channel energy
  Many of the Domain Channeling feats provide 
  abilities that are very different from the typical 
  abilities of channel energy. This is a conscious 
  design choice to give each cleric a distinctive feel. 
  Much as Arcane Strike allows a spellcaster to create 
  a magic effect fueled by his own eldritch might, 
  many Domain Channeling feats represent access 
  to a brand new power granted by his deity that is 
  simply powered by his channeled energy.
  Domain Channeling represents a special form of 
  energy provided by a deity in keeping with that god’s 
  interests and concerns. Domain Channeling is neither 
  positive nor negative energy, instead existing as a 
  special form of divine power unique to each domain. 
  All effects listed in the feat entries below occur in 
  place of the normal effects of channeling energy 
  unless otherwise noted. Gaining a Domain Channeling 
  ability does not remove the ability to channel positive 
  or negative energy, as defined by the Pathfinder Core 
  Rulebook. However all the forms of energy channeling 
  a cleric is capable of come from the same pool of uses 
  per day, as defined for channel energy.
  Domain Channeling anD 
  subDomains
  Having access to a subdomain is considered to fulfill 
  the prerequisite of access to the domain it is a variant of, 
  for purposes of Domain Channeling feat prerequisites. 
  For example, a cleric with the Heroism subdomain 
  is considered to have access to the Glory domain for 
  purposes of taking the Fearsome Gaze feat.
  Similarly, having access to a parent domain 
  counts as the prerequisite for feats that require 
  the subdomain. For example, a character with the 
  Artifice domain would have access to the Construct, 
  Toil, and Trap subdomains for the purposes of taking 
  the Command Construct, the Swords to Plowshares 
  or Augment Trap feats.
  With the addition of subdomain feats some 
  characters could qualify for several of the Domain 
  Channeling feats, however, it is recommended that 
  GMs not allow players to select more than two 
  Domain Channeling feats, even though they will 
  meet the requirements for more. Limiting it to one 
  feat per domain (or to two feats for a single exalted 
  domain) means you will be able to add interesting 
  new options without undercutting the importance of 
  the cleric’s spells. 
  Domain Channeling anD 
  Channel resistanCe
  While normally only undead creatures have channel 
  resistance and it is primarily used as a defense against 
  channeling positive energy, the rules of channel 
  resistance specify they apply to all effects dependent 
  on channel energy. Thus, creatures with channel 
  resistance gain it as a bonus to any saving throw they 
  make against any Domain Channeling effect.
  alternate Domain 
  Channeling options
  As an optional rule, rather than have Domain 
  Channeling available as a feat, a GM may allow a 
  cleric to gain Domain Channeling in place of the 
  ability normally gained from a domain at 1st level. 
  For example, a cleric with the Community domain 
  could be allowed to take the Bolstering Companions 
  Domain Channeling ability in place of the calming 
  touch normally gained by a 1st level cleric with that 
  domain. (Or, in the case of the Rune domain, the 
  Domain Channeling ability can be gained in place 
  of gaining Scribe Scroll as a bonus feat.)
  
  4
  Feat
  Prerequisites
  eFFect
  Battle Attunement
  Cha 13, Selective Channeling, 
  channel energy class feature, 
  Attunement domain.
  You can attune to an enemy to gain an insight 
  bonus on attack and damage rolls.
  Boost Activation
  Cha 13, channel energy class 
  feature, Divine subdomain, divine 
  caster level 3.
  You may channel energy while activating a 
  divine magical item to use your own caster 
  level rather than the caster level of the item.
  Brilliant Channeling
  Cha 13, channel energy class 
  feature, Art domain.
  You channel a blinding wave of brilliant light 
  and color.
  Carnal Urges
  Cha 13, channel energy class 
  feature, Lust subdomain.
  Your channeling inspires lust in living 
  creatures in your channel radius.
  Chains of the 
  Damned
  Cha 13, channel energy class 
  feature, Souls subdomain.
  You can channel spirit energy to surround 
  yourself in ghostly chains. These chains 
  provide a deflection bonus to AC and allow 
  you to grapple incorporeal creatures.
  Channel Spell 
  Defense
  Cha 13, channel energy class 
  feature, Defense subdomain.
  You channel energy to gain spell resistance.
  Channel Succor
  Cha 13, channel energy class 
  feature, Love subdomain.
  Your healing channel resonates with love and 
  comfort. Those healed by your channel effect 
  have an opportunity to shake off harmful 
  mental effects.
  Command Construct Cha 15, channel energy class 
  feature, Construct subdomain.
  You can use your channeling ability to 
  command creatures of the construct type.
  Counter Magic 
  Channel
  Cha 17, channel energy class 
  feature, Arcane subdomain, 
  divine caster level 5.
  You can channel energy to counter arcane 
  spells you can successfully identify.
  Cunning Insight
  Cha 13, channel energy class 
  feature, Thought subdomain.
  You can get a vague insight into your 
  opponent’s defensive intentions.
  Divine Guide
  Cha 13, channel energy class 
  feature, Exploration subdomain.
  You can channel energy to aid in navigation 
  and exploration gaining a bonus to a 
  Knowledge, Perception or Survival skill 
  check.
  Elysium’s Protection Cha 13, channel energy class 
  feature, Azata subdomain.
  When you channel energy for healing you 
  may grant a +2 sacred bonus to select saving 
  throws made by those you healed.
  Forget Training
  Cha 13, channel energy class 
  feature, Memory subdomain.
  When you channel energy you can draw 
  memories of training and experience from 
  your enemies.
  Gibberish
  Cha 15, channel energy class 
  feature, Language subdomain, 
  divine caster level 3.
  When you channel you can disrupt the 
  ability of creatures to communicate with or 
  understand spoken and written languages.
  Heaven’s Call
  Cha 15, channel energy class 
  feature, Archon subdomain.
  When you channel positive energy holy 
  trumpets sound shaking the courage of your 
  enemies.
  Illuminate the 
  Hidden
  Cha 15, channel energy class 
  feature, Light subdomain, divine 
  caster level 3.
  You radiate an aura of light that can reveal 
  concealed and invisible creatures.
  
  5
  Life’s Breath
  Cha 13, channel energy class 
  feature, Resurrection subdomain, 
  divine caster level 5.
  With your channel energy ability you can 
  breathe life back into a fallen ally restoring 
  them to life for a limited period of time.
  Light Step
  Cha 13, channel energy class 
  feature, Movement subdomain.
  You can channel energy to move through 
  difficult terrain easily.
  Maximizing 
  Channel Circle
  Cha 13, channel energy class 
  feature, Wards subdomain.
  You can craft a ward that maximizes a 
  channeling effect.
  New Dawn
  Cha 13, channel energy class 
  feature, Day subdomain, divine 
  caster level 3.
  You can channel energy to grant you and your 
  allies a new opportunity to resist ongoing 
  effects.
  Nightmare Channel
  Cha 13, channel energy class 
  feature, Sleep domain.
  You may channel energy to create nightmare 
  phantasms to haunt and torment your 
  opponents.
  Nirvana’s Roar
  Cha 13, channel energy class 
  feature, Agathion subdomain.
  When you channel energy your facial features 
  shift to resemble a leonal agathion and you 
  may make a roar that deafens non good 
  creatures in a 60-foot cone.
  Past Life
  Cha 15, channel energy class 
  feature, Ancestors subdomain.
  You can draw upon the power of your 
  ancestors to bolster your abilities.
  Protective Bond
  Cha 13, Selective Channeling, 
  channel energy class feature, 
  Family subdomain.
  You gain temporary vitality but suffer the 
  wounds inflicted upon your allies. 
  Radiant Halo
  Cha 13, channel energy class 
  feature, Purity subdomain, divine 
  caster level 5.
  As a paragon of virtue and purity you can 
  channel that purity into a halo of brilliant 
  light.
  Restorative Blessing Cha 13, channel energy class 
  feature, Restoration subdomain, 
  divine caster level 3.
  You may temporarily relieve ability damage 
  with a touch.
  Reveal Altered 
  Forms
  Cha 13, channel energy class 
  feature, Revelation subdomain.
  You can channel energy to detect lycanthropes 
  and creatures affected by transmutation spells 
  and gain a bonus to hit such creatures.
  Song of Agony
  Cha 13, channel energy class 
  feature, Song domain or Sound 
  subdomain.
  You can infuse a song you sing with power so 
  that those who hear it suffer sonic damage.
  Subvert Illusions
  Cha 13, channel energy class 
  feature, Dream domain.
  You can use your channel ability to sense and 
  seize control of illusion effects employed by 
  your enemies.
  Swift Conduct
  Cha 13, channel energy class 
  feature, Trade subdomain.
  When traveling you can channel energy to 
  ease and speed your journey.
  Swords to 
  Plowshares
  Cha 13, channel energy class 
  feature, Toil subdomain.
  You can channel energy to warp weapons and 
  transform them into tools of labor and toil.
  Threshold Blessing
  Cha 13, channel energy class 
  feature, Home subdomain, divine 
  caster level 3.
  You can use your channel energy ability to 
  create an area of protection.
  
  6
  Brilliant channeling (Domain 
  channeling; art Domain)
  You may choose to use your channel energy ability 
  to create a scintillating aura of brilliant light and 
  color around yourself that distracts and potentially 
  blinds your enemies.
  Prerequisite: Cha 13, channel energy class 
  feature, Art domain.
  Benefit: When you channel energy for any single 
  effect you have access to effect you may expend an 
  additional use of channel energy to gain a brilliant 
  aura of ever-shifting light and color that persists for 
  1 round for every channel die. All creatures able to 
  see within your channel radius must make a Will 
  save (DC 10 + channel dice + Charisma modifier) 
  or become dazzled for as long as the wave persists.
  Special: You can use the Selective Channeling 
  feat to exempt targets normally.
  carnal urges (Domain channeling; 
  lust suBDomain)
  You can channel lust driving nearby creatures to be 
  distracted by feelings of intense desire.
  Prerequisite: Cha 13, channel energy class 
  feature, Lust subdomain.
  Benefit: Instead of your normal channel energy 
  effect you can channel raw lust in living targets 
  rendering them distracted. Targets in your channel 
  radius are consumed by lust suffering a –2 
  penalty on all ability checks, attack rolls, combat 
  maneuver checks, Combat Maneuver Defense, 
  saving throws, and skill checks for 1d6 rounds per 
  channel die or until they have the opportunity 
  to sate their desires. A successful Will save 
  halves this penalty. This is a mind-affecting 
  charm effect.
  The effects of this feat are not cumulative 
  additional uses of this ability only increase 
  the duration of the effect.
  Special: You can use the Selective 
  Channeling feat to exempt targets 
  normally.
  chains oF the DamneD (Domain 
  channeling; souls suBDomain)
  You can channel spirit energy to wrap 
  yourself in incorporeal chains that write and 
  twist menacingly around you.
  Prerequisite: Cha 13, channel energy class 
  feature, Souls subdomain.
  Battle attunement (Domain 
  channeling; attunement Domain)
  You can attune to a single enemy gaining understanding 
  and insights you can use against it in combat.
  Prerequisite: Cha 13, Selective Channeling, 
  channel energy class feature, Attunement domain.
  Benefit: You can expend a daily use of your 
  channel energy to attune to a target within 30 feet. 
  This attunement lasts for a number of rounds equal to 
  your Charisma modifier. While attuned you gain a +2 
  insight bonus per channel die on all to hit and damage 
  rolls against a target creature. A successful Willpower 
  save by the target reduces this bonus by half.
  Special: You may use Channel Ray or Shape Channel 
  to affect a target outside the normal area of effect.
  Boost activation (Domain channeling; 
  Divine suBDomain)
  You may use your channel energy to increase the 
  effective caster level of a divine magic item you 
  are activating.
  Prerequisite: Cha 13, channel energy class 
  feature, Divine subdomain, divine caster level 3.
  Benefit: Instead of your normal channel energy 
  effect you can expend a daily use of channel energy 
  as a part of an action to activate a divine 
  potion, scroll or wand. Instead of the item’s 
  normal caster level you may substitute 
  your own caster level.
  
  7
  Benefit: Instead of your normal channel energy 
  effect you may use your channel energy ability to 
  surround yourself in writhing incorporeal chains 
  for 1 round per channel die. These chains offer a 
  deflection bonus to AC equal to your Charisma 
  modifier. Furthermore you can use the chains to 
  grapple incorporeal creatures. 
  These chains are spiritually heavy and you become 
  fatigued when this power ends. 
  channel sPell DeFense (Domain 
  channeling; DeFense suBDomain)
  You can use your channel energy ability to gain 
  spell resistance to spells and spell like abilities.
  Prerequisite: Cha 13, channel energy class 
  feature, Defense subdomain.
  Benefit: Instead of your normal channel effect 
  you may instead gain SR 11 +2 per channel die for a 
  number of rounds equal to your Charisma modifier.
  channel succor (Domain channeling; 
  love suBDomain)
  Your channeled energy resonates with love and 
  comfort those healed by your channeling have an 
  opportunity to shake off the effects of any harmful 
  mental conditions.
  Prerequisite: Cha 13, channel energy class 
  feature, Love subdomain.
  Benefit: In addition to your normal channel 
  energy effect you may expend an additional use of 
  your channel energy ability to grant creatures you 
  have healed an additional saving throw against any 
  harmful mental conditions (such as confusion or fear 
  effects) already affecting the subject. The subject 
  gains a +1 morale bonus for every two channel 
  dice you possess. The DC of these new saves are 
  the same as the original failed saving throws. This 
  power has no effect on conditions not obtained by 
  failing a particular saving throw.
  commanD construct (Domain 
  channeling; construct suBDomain)
  You can use your channeling ability to command 
  creatures of the construct type. 
  Prerequisite: Cha 15, channel energy class 
  feature, Construct subdomain.
  Benefit: As a standard action you can use one 
  of your uses of channel energy to seize control of 
  constructs within 30 feet. Constructs receive a Will 
  save to negate the effect. The DC for this save is 
  equal to 10 + ½ your cleric level + your Charisma 
  modifier. Constructs that fail their saves fall under 
  your control, obeying your commands to the best 
  of their ability. Intelligent 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 2 Hit Dice per 
  channel die. If you use channel energy this way, it 
  has no other effect. If a construct is under the control 
  of another creature, you must make an opposed 
  Charisma check whenever your orders conflict.
  counter magic channel (Domain 
  channeling; arcane suBDomain)
  You can channel energy to counter arcane spells you 
  can successfully identify. 
  Prerequisite: Cha 17, channel energy class 
  feature, Arcane subdomain, divine caster level 5.
  Benefit: Instead of your normal channel ability 
  you can instead expend 2 uses of channel energy to 
  counter an arcane spell you can identify as it is being 
  cast. The spell must be at least two levels lower than 
  the total number of channel dice you possess.
  cunning insight (Domain channeling; 
  thought suBDomain)
  While you are unable to read an opponent’s thoughts 
  you can get a vague sense of its intentions which 
  grants you an insight bonus.
  Prerequisite: Cha 13, channel energy class 
  feature, Thought subdomain.
  Benefit: Instead of your normal channel effect you 
  may get a sense of the thoughts and intentions of a 
  single creature within your channel radius. You gain 
  a +1 insight bonus per channel die on a single action 
  taken against the target in the next round. The target 
  may make a Will save to resist this effect and receives 
  a +2 bonus to this save if they are of a different creature 
  type than you. This is a mind-affecting effect.
  Divine guiDe (Domain channeling; 
  exPloration suBDomain)
  You can use your channel energy effect to aid in 
  navigation and exploration.
  Prerequisite: Cha 13, channel energy class 
  feature, Exploration subdomain.
  Benefit: Instead of your normal channel ability you 
  may expend a daily use of your channel energy ability 
  to gain a +1 divine bonus per channel die to a single 
  Knowledge, Perception, or Survival skill check used to 
  discover the best route from one place to another, find 
  traps and secret doors or to make a similar discovery 
  related to exploration. You must choose whether to use 
  this ability or not before the roll is made.
  
  8
  elysium’s Protection (Domain 
  channeling; azata suBDomain)
  When you channel positive energy you can infuse 
  your healing energy with the power of Elysium’s 
  spiritual freedom.
  Prerequisite: Cha 13, channel energy class 
  feature, Azata subdomain.
  Benefit: When you channel positive energy you 
  may expend an additional use of your channel 
  energy ability to grant all the creatures you healed 
  with your channel effect a +2 sacred bonus to 
  all saves against spells and spell like abilities 
  of the enchantment (charm) and enchantment 
  (compulsion) subschools as well as any spells or 
  special abilities that paralyze or petrify. This effect 
  persists for 1 round per channel die.
  Forget training (Domain channeling; 
  memory suBDomain)
  Your channeling powers may unravel the memories 
  of your enemies causing them to forget training and 
  other experiences.
  Prerequisite: Cha 13, channel energy class 
  feature, Memory subdomain.
  Benefit: You can spend a daily use of channel 
  energy to siphon off the memories of targets within 
  your channel area with an Intelligence greater than 
  6. Eligible targets suffer a -1 penalty to all attack 
  rolls and skill checks for every three channel dice 
  you possess for 5 rounds.
  Special: You may exempt targets from this effect 
  with the Selective Channeling normally.
  giBBerish (Domain channeling; 
  language suBDomain)
  When you channel you can disrupt the ability 
  of creatures to communicate with or understand 
  spoken and written languages.
  Prerequisite: Cha 15, channel energy class 
  feature, Language subdomain, divine caster level 3.
  Benefit: You can channel a wave of mental 
  disruption. Creatures caught in the area of your 
  channel effect are unable to speak coherently 
  or understand any form of verbal or written 
  communication for 1 round per channel die. A 
  successful Will save negates this effect. Affected 
  spell casters cannot cast spells with verbal 
  components. This is a mind-affecting charm effect.
  Special: You can exempt targets normally with 
  the Selective Channeling feat.
  heaven’s call (Domain channeling; 
  archon suBDomain)
  When you channel positive energy holy trumpet’s 
  sound shaking the courage of your enemies.
  Prerequisite: Cha 15, channel energy class 
  feature, Archon subdomain.
  Benefit: When you channel positive energy to 
  heal or harm normally heavenly trumpets sound. 
  Enemies in your channel radius must succeed on 
  a Will save (DC 10 + number of channel dice + 
  Charisma modifier) or be shaken. This is a sonic 
  mind-affecting effect.
  Special: Even if you use Selective Channel to 
  omit enemies from a healing effect they are still 
  subject to the effects of this feat if they are in your 
  channel radius.
  illuminate the hiDDen (Domain 
  channeling; light suBDomain)
  You radiate an aura of light that can reveal concealed 
  and invisible creatures.
  Prerequisite: Cha 15, channel energy class 
  feature, Light subdomain, divine caster level 3.
  Benefit: Instead of your normal channel effect 
  you radiate a steady white light. Creatures who 
  enter your channel area and are attempting to hide 
  either through mundane or magical means must 
  make a successful Will save or suffer a -20 to all 
  stealth checks even if they leave your channel area. 
  This effect lasts for 1 round per channel die.
  Special: You can use Selective Channeling as per 
  normal to exclude targets from this effect.
  liFe’s Breath (Domain channeling; 
  resurrection suBDomain)
  With your channel ability you can breathe life back 
  into a fallen ally restoring them to life for a limited 
  period of time.
  Prerequisite: Cha 13, channel energy class feature, 
  Resurrection subdomain, divine caster level 5.
  Benefit: Once per day you may expend 2 uses 
  of your channel energy ability to restore life to a 
  creature that has been dead no more than 10 rounds. 
  The character returns to life with 5 hp per channel 
  die you possess up to its normal maximum.
  This effect functions like the raise dead spell 
  except the effect is not permanent. Unless the 
  subject receives a raise dead or similar effect it 
  will die again in one hour regardless of its current 
  number of hit points.
  
  9
  light steP (Domain channeling; 
  movement suBDomain)
  You can channel energy to dance through difficult 
  terrain easily.
  Prerequisite: Cha 13, channel energy class 
  feature, Movement subdomain.
  Benefit: Instead of your normal channel energy 
  effect you may channel energy to lighten your step 
  allowing you to quicken your passage virtually 
  dancing over and through difficult terrain ignoring 
  the movement penalty for one square per channel 
  die for 1 round.
  maximizing channel circle (Domain 
  channeling; WarDs suBDomain)
  You can infuse a ward you have drawn with a 
  channeling effect.
  Prerequisite: Cha 13, channel energy class 
  feature, Wards subdomain.
  Benefit: You can take a full round action and 
  expend a daily use of channel energy to draw a 
  ward that covers a 5 foot area. Once drawn if you 
  are channeling from within that warded space you 
  may activate it to maximize all the random variables 
  of the channel effect you are producing. Once used 
  the circle vanishes and must be redrawn. 
  neW DaWn (Domain channeling; Day 
  suBDomain)
  You can channel the power of the dawn to give you and 
  your allies a new opportunity to resist ongoing effects.
  Prerequisite: Cha 13, channel energy class 
  feature, Day subdomain, divine caster level 3.
  Benefit: You can use a daily use of your channel 
  energy ability to give any creature in your channel 
  radius affected by an ongoing condition that allows 
  for daily saves a new save as if a new day had passed. 
  Furthermore subjects may make this new save with a 
  +1 morale bonus for every 2 channel dice you possess. 
  For all purposes treat this as a new day including all 
  of the possible ramifications of a failed save.
  Special: You may use Selective Channeling as 
  usual to exclude targets from this effect.
  nightmare channel (Domain 
  channeling; sleeP Domain)
  You may channel energy to create nightmare 
  phantasms to haunt and torment your enemies.
  Prerequisite: Cha 13, channel energy class 
  feature, Sleep domain.
  Benefit: When you channel energy all subjects 
  within the area of effect see swarms of creatures 
  from their darkest nightmares attacking them. These 
  
  10
  phantasms inflict 1d6 points of nonlethal damage 
  per channel die and cause subjects to be frightened. 
  On a successful will save a subject may halve the 
  damage and merely be shaken. Nightmare Channel 
  is a mind-affecting power.
  Creatures who gain a save bonus versus sleep 
  effects may apply those bonuses to the this feat’s 
  saving throws, likewise creatures immune to sleep 
  effects or who do no dream are immune to the 
  effects of this feat.
  Special: You may use Selective Channeling as 
  usual to exclude targets from this effect.
  nirvana’s roar (Domain channeling; 
  agathion suBDomain)
  You can channel to shift your facial features to 
  resemble a leonal agathion and issue a powerful roar.
  Prerequisite: Cha 13, channel energy class 
  feature, Agathion subdomain.
  Benefit: Instead of your normal channel effect you 
  can spend a daily use of channel energy to assume 
  the visage of a leonal agathion and roar. When you 
  roar all non-good creatures in a 60-foot cone are 
  deafened and suffer 1d6 points of sonic damage for 
  every two channel dice you possess. A target that 
  succeeds on its Fortitude suffers only half damage 
  and is not deafened.
  Special: You may use Selective Channeling as 
  usual to exclude targets from the effects of your roar.
  Past liFe (Domain channeling; 
  ancestors suBDomain)
  You can draw upon the power of your ancestors to 
  bolster your abilities.
  Prerequisite: Cha 15, channel energy class 
  feature, Ancestors subdomain.
  Benefit: You are well acquainted with the spirits 
  of your ancestors and you may choose expend a 
  daily use of your channel energy ability to draw 
  upon your ancestor’s influence and power and gain 
  benefits from one of the following ancestor types. 
  • 
  Warrior: You gain +2 bonus to Fortitude 
  saves and +1 competence bonus to one melee 
  attack each round this ability is active.
  • 
  Scoundrel: You gain a +2 bonus to Reflex 
  Saves and +1 competence bonus on all Bluff 
  skill checks while this ability is active.
  • 
  Philosopher: You gain a +2 bonus to Will 
  saves and +1 to your caster level for one spell 
  cast during the duration of this ability.
  Unless otherwise noted all of these bonuses are 
  either sacred or profane depending upon your 
  alignment and persist for 1 round for every two 
  channel dice you possess for a minimum of 1 round.
  Special: You may use Dual Channel to gain the 
  benefits of two ancestors instead of two different 
  channel abilities.
  Protective BonD (Domain channeling; 
  Family suBDomain)
  You gain temporary vitality but suffer the wounds 
  inflicted upon your allies.
  Prerequisite: Cha 13, Selective Channeling, 
  channel energy class feature, Family subdomain.
  Benefit: You can spend a daily use of your channel 
  energy ability to gain 5 temporary hit points per 
  channel die for 3 rounds. During this time all damage 
  dealt to your allies who were within your channel 
  area when you initially channeled is inflicted upon 
  you instead. At least one ally must be within your 
  channel area when you activate this power.
  raDiant halo (Domain channeling; 
  Purity suBDomain)
  You are a paragon of virtue and purity you can channel 
  the power of that purity into a brilliant halo of light.
  Prerequisite: Cha 13, channel energy class 
  feature, Purity subdomain, divine caster level 5.
  Benefit: Instead of your normal channel energy 
  ability you can choose to expend an additional 
  daily use of your channel energy ability to focus the 
  power in to halo of pure white light. You shed bright 
  light in a 30-foot radius. This illumination increases 
  the light level for an additional 30 feet by one step 
  (darkness becomes dim light, dim light becomes 
  normal light, and normal light becomes bright 
  light). Creatures that take penalties in bright light 
  take them while within the 30-foot radius of this 
  magical light. Furthermore all non-good creatures 
  in the area of bright light who can see must succeed 
  on a Will save or become dazzled. This halo persists 
  for 1 round for every two channel dice.
  Special: You may exempt targets from the 
  dazzling effect with the Selective Channeling 
  feat normally.
  restorative Blessing (Domain 
  channeling; restoration suBDomain)
  You may temporarily relieve a target of ability 
  damage with a touch.
  Prerequisite: Cha 13, channel energy class feature, 
  Restoration subdomain, divine caster level 3.
  
  11
  Benefit: You must channel energy for two 
  consecutive rounds expending a use of your 
  channel energy ability each round. You may then 
  touch a creature to temporarily relieve that target 
  of 1 point of ability damage per channel die. This 
  relief only lasts for a number of rounds equal to 
  your Charisma modifier at which point all of the 
  relieved damage returns. If this returning damage 
  reduces an ability score below 1 the creature falls 
  unconscious or dies normally.
  reveal altereD Forms (Domain 
  channeling; revelation suBDomain)
  You can channel energy to detect lycanthropes and 
  creatures affected by transmutation spells and gain 
  a bonus to hit such creatures.
  Prerequisite: Cha 13, channel energy class 
  feature, Revelation subdomain.
  Benefit: Instead of your normal channel energy 
  effect you can channel energy to detect creatures 
  in your channel radius that are lycanthropes or are 
  under the effects of transmutation (polymorph) 
  spells or effects. You also gain a +2 to hit and 
  damage per channel die against these creatures for a 
  number of rounds equal to your Charisma modifier.
  song oF agony (Domain channeling; 
  song Domain)
  You can infuse a song you sing with power all those 
  who hear this song suffer sonic damage.
  Prerequisite: Cha 13, channel energy class 
  feature, Song domain or Sound subdomain.
  Benefit: You can infuse a song with a divine 
  power by expending a daily use of your channel 
  energy ability. Each round you sing all creatures 
  within your channel radius who can hear your song 
  suffer 2d6 points of sonic damage. You can continue 
  to sing as a full round action for 1 round per channel 
  die you possess without having to expend another 
  daily use of channel energy.
  Special: Each round you may use the Selective 
  Channeling feat to exempt targets from the effect of 
  this power. 
  This ability cannot be used as a part of a bardic 
  performance performed by the same character.
  suBvert illusions (Domain channeling; 
  Dream Domain)
  As a devotee of the power of dreams you know the 
  secrets of controlling the creations of mortal minds. 
  This gives you a significant advantage when your 
  enemies employ illusion magic. You can focus your 
  channeling ability to sense illusions, seize control 
  and turn them against their creators.
  Prerequisite: Cha 13, channel energy class 
  feature, Dream domain.
  Benefit: If you suspect an illusion effect may 
  be active you may expend a daily use of channel 
  energy to gain a +1 insight bonus per channel die to 
  your saving throw to disbelieve. Use of this power 
  is the equivalent of careful study. 
  If you successfully disbelieve then on subsequent 
  rounds you may expend an additional use of 
  channel energy to seize control of the illusion effect. 
  The original caster may make a Will save to resist 
  
  12
  against your normal channel energy DC. If you 
  successfully seize control of the effect treat it as 
  though you just cast the spell although any original 
  spell variables (including remaining duration) 
  remain unchanged. You cannot take control of an 
  effect that has a spell level greater the number of 
  channel dice you possess.
  The original caster may attempt to disbelieve the 
  effect normally but gains a +2 to the save.
  sWiFt conDuct (Domain channeling; 
  traDe suBDomain)
  When traveling you may channel the essence of swift 
  trade and travel to ease and speed of a journey along 
  roads, rivers or other well-traveled trade routes.
  Prerequisite: Cha 13, channel energy class 
  feature, Trade subdomain.
  Benefit: When on a road, river or other common 
  trade route you may expend two daily uses of 
  channel energy to grant all allies in your channel 
  radius a +4 circumstance bonus for all skill checks 
  made relating to operating a vehicle or riding a 
  mount for one hour per channel die or as long as 
  they remain on course following the trade route. 
  Daily overland speed is also improved for mounts 
  or vehicles controlled by subjects of this power 
  increasing the speed traveled by 20% for every 
  channel die you possess. This increased speed has 
  no effect in tactical situations.
  Special: You may use Selective Channel to 
  exclude targets as per normal but doing so limits 
  how fast your group can travel as a whole unless 
  you are willing to leave the excluded parties behind 
  travelling at their own pace.
  sWorDs to PloWshares (Domain 
  channeling; toil suBDomain)
  You can channel divine energy to twist and warp 
  weapons transforming them into tools of labor and toil.
  Prerequisite: Cha 13, channel energy class 
  feature, Toil subdomain.
  Benefit: Instead of your normal channel effect you 
  may instead inflict your channel damage against all 
  weapons currently being wielded in your channel 
  radius. Any weapon that would receive the broken 
  condition instead becomes an appropriate tool. 
  These tools may still be dangerous however treat 
  them as improvised weapons that deal damage as a 
  weapon one size category smaller than the original 
  transformed weapon.
  Dispel magic, remove curse or similar effect 
  returns the weapons to a normal broken condition.
  Special: If you possess the Selective Channel 
  feat you may exclude all the weapons held by a 
  particular target creature.
  thresholD Blessing (Domain 
  channeling; home suBDomain)
  You can use your channel energy ability to empower 
  a blessing that weakens creatures who enter the area 
  you have blessed without invitation.
  Prerequisite: Cha 13, channel energy class 
  feature, Home subdomain, divine caster level 3.
  Benefit: Instead of your normal channel ability 
  you may bless and ward a 50 square-foot area. 
  Creatures who enter this protected space uninvited 
  suffer a negative level for every two channel dice 
  you possess while within the area of effect. A 
  successful Will save halves this effect to a minimum 
  of 1 negative level.
  If a creature would be killed by these negative 
  levels it instead finds itself forced back outside of 
  the warded area. This blessing’s effects only last for 
  one hour per daily channeling use expended when 
  the blessing is invoked. 
  Special: You do not need Selective Channeling to 
  exempt a creature from this effect you need only invite 
  it in or invoke the blessing while it is in the warded area. 
  Once a creature has been exempted from the effects of 
  a particular blessing they are unaffected by that ward. 
  Overlapping wards have no cumulative effects. 
  
  13
  Domain / suBDomain
  relateD Domain 
  channeling Feat
  Feat source
  Domain source
  Agathion Subdomain
  Nirvana’s Roar
  Domain Channeling II Pathfinder Advanced Player’s 
  Guide
  Air Domain
  Channel Vortex
  Domain Channeling I
  Pathfinder Roleplaying Game 
  Core Rulebook
  Ancestors Subdomain
  Past Life
  Domain Channeling II Pathfinder Advanced Player’s 
  Guide
  Animal Domain
  Subdue Beasts
  Domain Channeling I
  Pathfinder Roleplaying Game 
  Core Rulebook
  Arcane Subdomain
  Counter Channel
  Domain Channeling II Pathfinder Advanced Player’s 
  Guide
  Archon Domain
  Heaven’s Call
  Domain Channeling II Pathfinder Advanced Player’s 
  Guide
  Art Domain
  Brilliant Channeling
  Domain Channeling II The Gods of Porphyra
  Artifice Domain
  Fortify Armor 
  Channeling
  Domain Channeling I
  Pathfinder Roleplaying Game 
  Core Rulebook
  Attunement Domain
  Battle Attunement
  Domain Channeling II The Genius Guide To: Crystal 
  Magic
  Azata Subdomain
  Elysium Protection
  Domain Channeling II Pathfinder Advanced Player’s 
  Guide
  Chaos Domain
  Wild Favor
  Domain Channeling I
  Pathfinder Roleplaying Game 
  Core Rulebook
  Charm Domain
  Sudden Truce
  Domain Channeling I
  Pathfinder Roleplaying Game 
  Core Rulebook
  Community Domain
  Bolster Companions
  Domain Channeling I
  Pathfinder Roleplaying Game 
  Core Rulebook
  Construct Subdomain
  Command Construct
  Domain Channeling II Pathfinder Advanced Player’s 
  Guide
  Darkness Domain
  Shadow Channeling
  Domain Channeling I
  Pathfinder Roleplaying Game 
  Core Rulebook
  Day Subdomain
  New Dawn
  Domain Channeling II Pathfinder Advanced Player’s 
  Guide
  Death Domain
  Zone of Decay
  Domain Channeling I
  Pathfinder Roleplaying Game 
  Core Rulebook
  Defense Subdomain
  Channel Spell 
  Defense
  Domain Channeling II Pathfinder Advanced Player’s 
  Guide
  Destruction Domain
  Touch of Ruin
  Domain Channeling I
  Pathfinder Roleplaying Game 
  Core Rulebook
  Dream Domain
  Subvert Illusions
  Domain Channeling II The Book of Divine Magic
  appenDix: Complete Domain 
  Channeling feats by Domain
  
  14
  Earth Domain
  Tremor Channeling
  Domain Channeling I
  Pathfinder Roleplaying Game 
  Core Rulebook
  Evil Domain
  Channel Unholy Gift
  Domain Channeling I
  Pathfinder Roleplaying Game 
  Core Rulebook
  Exploration Subdomain
  Divine Guide
  Domain Channeling II Pathfinder Advanced Player’s 
  Guide
  Family Subdomain
  Protective Bond
  Domain Channeling II Pathfinder Advanced Player’s 
  Guide
  Fire Domain
  Combustion Wave
  Domain Channeling I
  Pathfinder Roleplaying Game 
  Core Rulebook
  Glory Domain
  Fearsome Gaze
  Domain Channeling I
  Pathfinder Roleplaying Game 
  Core Rulebook
  Good Domain
  Channel Holy Boon
  Domain Channeling I
  Pathfinder Roleplaying Game 
  Core Rulebook
  Healing Domain
  Vigor
  Domain Channeling I
  Pathfinder Roleplaying Game 
  Core Rulebook
  Home Subdomain
  Threshold Blessing
  Domain Channeling II Pathfinder Advanced Player’s 
  Guide
  Knowledge Domain
  Burst of Insight
  Domain Channeling I
  Pathfinder Roleplaying Game 
  Core Rulebook
  Language Subdomain
  Gibberish
  Domain Channeling II Pathfinder Advanced Player’s 
  Guide
  Law Domain
  Channel 
  Order’s 
  Legacy
  Domain Channeling I
  Pathfinder Roleplaying Game 
  Core Rulebook
  Liberation Domain
  Break Bondage
  Domain Channeling I
  Pathfinder Roleplaying Game 
  Core Rulebook
  Light Subdomain
  Illuminate the Hidden Domain Channeling II Pathfinder Advanced Player’s 
  Guide
  Love Subdomain
  Channel Succor
  Domain Channeling II Pathfinder Advanced Player’s 
  Guide
  Luck Domain
  Critical Fortune
  Domain Channeling I
  Pathfinder Roleplaying Game 
  Core Rulebook
  Lust Subdomain
  Carnal Urges
  Domain Channeling II Pathfinder Advanced Player’s 
  Guide
  Madness Domain
  Wave of Madness
  Domain Channeling I
  Pathfinder Roleplaying Game 
  Core Rulebook
  Magic Domain
  Suppressive 
  Channeling
  Domain Channeling I
  Pathfinder Roleplaying Game 
  Core Rulebook
  Memory Subdomain
  Forget Training
  Domain Channeling II Pathfinder Advanced Player’s 
  Guide
  Movement Subdomain
  Light Step
  Domain Channeling II The Gods of Porphyra
  Nobility Domain
  Mantle of Radiance
  Domain Channeling I
  Pathfinder Roleplaying Game 
  Core Rulebook
  Plant Domain
  Frost Plants
  Domain Channeling I
  Pathfinder Roleplaying Game 
  Core Rulebook
  
  15
  Protection Domain
  Divine Armor
  Domain Channeling I
  Pathfinder Roleplaying Game 
  Core Rulebook
  Purity Subdomain
  Radiant Halo
  Domain Channeling II Pathfinder Advanced Player’s 
  Guide
  Repose Domain
  Delay Corruption
  Domain Channeling I
  Pathfinder Roleplaying Game 
  Core Rulebook
  Restoration Subdomain
  Restorative Blessing
  Domain Channeling II Pathfinder Advanced Player’s 
  Guide
  Resurrection Subdomain
  Life’s Breath
  Domain Channeling II Pathfinder Advanced Player’s 
  Guide
  Revelation Subdomain
  Reveal Altered Forms Domain Channeling II d20pfsrd.com
  Rune Domain
  Channeled 
  Blast 
  Rune
  Domain Channeling I
  Pathfinder Roleplaying Game 
  Core Rulebook
  Sleep Domain
  Nightmare Channel
  Domain Channeling II The Genius Guide To: Dream 
  Magic
  Song Domain
  Song of Agony
  Domain Channeling II The Book of Divine Magic
  Souls Domain
  Chains of the Damned Domain Channeling II Pathfinder Advanced Player’s 
  Guide
  Sound Subdomain
  Song of Agony
  Domain Channeling II The Gods of Porphyra
  Strength Domain
  Divine Potency
  Domain Channeling I
  Pathfinder Roleplaying Game 
  Core Rulebook
  Sun Domain
  Sunlight
  Domain Channeling I
  Pathfinder Roleplaying Game 
  Core Rulebook
  Thought Subdomain
  Cunning Insight
  Domain Channeling II Pathfinder Advanced Player’s 
  Guide
  Toil Subdomain
  Swords to Plowshares Domain Channeling II Pathfinder Advanced Player’s 
  Guide
  Trade Subdomain
  Swift Conduct
  Domain Channeling II Pathfinder Advanced Player’s 
  Guide
  Travel Domain
  Channel 
  Swift 
  Passage
  Domain Channeling I
  Pathfinder Roleplaying Game 
  Core Rulebook
  Trickery Domain
  Phantom Flanker
  Domain Channeling I
  Pathfinder Roleplaying Game 
  Core Rulebook
  War Domain
  Skirmish Burst
  Domain Channeling I
  Pathfinder Roleplaying Game 
  Core Rulebook
  Wards Subdomain
  Maximizing Channel
  Domain Channeling II Pathfinder Advanced Player’s 
  Guide
  Water Domain
  Drowning Aura
  Domain Channeling I
  Pathfinder Roleplaying Game 
  Core Rulebook
  Weather Domain
  Hail Strike
  Domain Channeling I
  Pathfinder Roleplaying Game 
  Core Rulebook
  
  16
  
  17
  CreDits
  Designer: Andrew Marlowe
  Cover Illustration: © Innovari / Dollar Photo Club
  Interior Illustrations: 
  © Dusan Kostic / Dollar Photo Club;
  © Jesse Lee Lang / Dollar Photo Club;
  © Alexandr Sidorov / Dollar Photo Club
  Editor/Developer: Lj Stephens
  Publisher: Owen K.C. Stephens
  Graphic Design and Typesetting: Lj Stephens
  Produced by: Rogue Genius Games
  Project Manager: Lj Stephens
  Consigliere: Stan!
  Contents Copyright 2015 Rogue Genius Games
  Rogue Genius Games Logo created by Lj Stephens 
  using designs by Claudio Pozas. Used with 
  permission.
  Trade Dress created by Lj Stephens, derived from 
  Fat Goblin Games’ Publisher’s Choice Quality 
  Stockart - Blood Throne (Page Backgrounds). 
  Fonts used in trade dress: Crom - created by 
  Rook543. Free for Personal and Commercial use. 
  Used with permission Folkard™ - created by The 
  Scriptorium. Purchased for Commercial use. Used 
  with permission.
  For more information about Rogue 
  Genius Games, follow us on Facebook: 
  www.Facebook.com/RogueGeniusGames
  on Twitter: @Owen_Stephens
  All logos are the trademark of 
  Rogue Genius Games
  All rights reserved
  Published Under the SRD, OGL, and d20 (v 3) License ©2000, 
  Wizards of the Coast, Inc.
  Compatibility with the Pathfinder Roleplaying Game requires 
  the Pathfinder Roleplaying Game from Paizo Publishing, Inc. 
  See http://paizo.com/pathfinderRPG for more information on 
  the Pathfinder Roleplaying Game. Paizo Publishing, Inc. does 
  not guarantee compatibility, and does not endorse this product.
  Pathfinder is a registered trademark of Paizo Publishing, Inc., 
  and the Pathfinder Roleplaying Game and the Pathfinder 
  Roleplaying Game Compatibility Logo are trademarks of 
  Paizo Publishing, Inc., and are used under the Pathfinder 
  Roleplaying Game Compatibility License. See  http://paizo.
  com/pathfinderRPG/compatibility for more information on 
  the compatibility license.
  DESIGNATION OF PRODUCT IDENTITY: The Rogue 
  Genius Games (RGG) company name and logo; the “Genius 
  Guide to Domain Channeling II: Domains of Light and Lore” 
  name and logo; all artwork, backgrounds, and logos; all trade 
  dress, and graphic design elements.
  DECLARATION OF OPEN CONTENT: All game 
  mechanics, proper names of classes, prestige classes, 
  archetypes, feats, skills, spells, magic items, monsters, rituals, 
  artifacts AND OR the names of abilities presented within this 
  book are Open Game Content as described in Section 1(d) of 
  the License.
  Product Code: RGG0140
  oPen game license 
  version 1.0a
  The following text is the property of Wizards of the Coast, Inc. and is 
  Copyright 2000 Wizards of the Coast, Inc (“Wizards”). All Rights Reserved.
  1. Definitions: (a)”Contributors” means the copyright and/or trademark 
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  “Distribute” means to reproduce, license, rent, lease, sell, broadcast, publicly 
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  covered by this License, including translations and derivative works under 
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  9. Updating the License: Wizards or its designated Agents may publish 
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  10 Copy of this License: You MUST include a copy of this License with 
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  13 Termination: This License will terminate automatically if You fail to 
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  14 Reformation: If any provision of this License is held to be unenforceable, 
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  15 COPYRIGHT NOTICE
  Open Game License v 1.0a, © 2000, Wizards of the Coast, Inc.
  System Reference Document, © 2000, Wizards of the Coast, Inc.; Authors 
  Jonathan Tweet, Monte Cook, Skip Williams, based on material by E. Gary 
  Gygax and Dave Arneson
  Pathfinder Roleplaying Game Core Rulebook, © 2011, Paizo Publishing, 
  LLC; Author: Jason Bulmahn, based on material by Jonathan Tweet, Monte 
  Cook, and Skip Williams.
  The Book of Experimental Might, © 2008, Monte J. Cook. All rights 
  reserved
  Tome of Horrors, © 2002, Necromancer Games, Inc.; Authors: Scott Greene, 
  with Clark Peterson, Erica Balsley, Kevin Baase, Casey Christofferson, 
  Lance Hawvermale, Travis Hawvermale, Patrick Lawinger, and Bill Webb; 
  Based on original content from TSR
  Pathfinder RPG GameMastery Guide, © 2010, Paizo Publishing, LLC; 
  Derivative Material of Open Game Content. (h) “You” or “Your” means the 
  licensee in terms of this agreement.
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  18
  Author: Cam Banks, Wolfgang Baur, Jason Bulmahn, Jim Butler, Eric Cagle, 
  Graeme Davis, Adam Daigle, Joshua J. Frost, James Jacobs, Kenneth Hite, 
  Steven Kenson, Robin Laws, Tito Leati, Rob McCreary, Hal Maclean, Colin 
  McComb, Jason Nelson, David Noonan, Richard Pett, Rich Redman, Sean K 
  Reynolds, F. Wesley Schneider, Amber Scott, Doug Seacat, Mike Selinker, 
  Lisa Stevens, James L. Sutter, Russ Taylor, Penny Williams, Skip Williams, 
  Teeuwynn Woodruff.
  Basidirond from the Tome of Horrors, © 2002, Necromancer Games, Inc.; 
  Author Scott Greene, based on original material by Gary Gygax.
  Cave Fisher from the Tome of Horrors, © 2002, Necromancer Games, Inc.; 
  Author Scott Greene, based on original material by Lawrence Schick.
  Dark Creeper from the Tome of Horrors, © 2002, Necromancer Games, 
  Inc.; Author Scott Greene, based on original material by Rik Shepard.
  Dark Stalker from the Tome of Horrors, © 2002, Necromancer Games, 
  Inc.; Author Scott Greene, based on original material by Simon Muth.
  Dracolisk from the Tome of Horrors, © 2002, Necromancer Games, Inc.; 
  Author Scott Greene, based on original material by Gary Gygax.
  Ear Seeker from the Tome of Horrors, © 2002, Necromancer Games, Inc.; 
  Author Scott Greene and Erica Balsley, based on original material by Gary 
  Gygax.
  Froghemoth from the Tome of Horrors, © 2002, Necromancer Games, 
  Inc.; Author Scott Greene, based on original material by Gary Gygax.
  Giant Slug from the Tome of Horrors, © 2002, Necromancer Games, Inc.; 
  Author Scott Greene, based on original material by Gary Gygax.
  Ice Golem from the Tome of Horrors, © 2002, Necromancer Games, Inc.; 
  Author Scott Greene.
  Iron Cobra from the Tome of Horrors, © 2002, Necromancer Games, Inc.; 
  Author Scott Greene, based on original material by Philip Masters.
  Mite from the Tome of Horrors, © 2002, Necromancer Games, Inc.; Author 
  Scott Greene, based on original material by Ian Livingstone and Mark 
  Barnes.
  Nabasu Demon from the Tome of Horrors, © 2002, Necromancer Games, 
  Inc.; Author Scott Greene, based on original material by Gary Gygax.
  Rot Grub from the Tome of Horrors, © 2002, Necromancer Games, Inc.; 
  Author Scott Greene and Clark Peterson, based on original material by Gary 
  Gygax.
  Shadow Demon from the Tome of Horrors, © 2002, Necromancer Games, 
  Inc.; Author Scott Greene, based on original material by Neville White.
  Wood Golem from the Tome of Horrors, © 2002, Necromancer Games, 
  Inc.; Authors Scott Greene and Patrick Lawinger.
  Yellow Musk Creeper from the Tome of Horrors, © 2002, Necromancer 
  Games, Inc.; Author Scott Greene, based on original material by Albie Fiore.
  Yeti from the Tome of Horrors, © 2002, Necromancer Games, Inc.; Author 
  Scott Greene, based on original material by Gary Gygax.
  Tome of Horrors III, copyright 2005 Necromancer Games, Inc.; Author: 
  Scott Greene, with Casey Christofferson, Erica Balsley, Kevin Baase, Lance 
  Hawvermale, Travis Hawvermale, Ian S. Johnston, Patrick Lawringer, 
  Nathan Paul, Clark Peterson, Greg Ragland, Robert Schwalb and Bill Webb
  Pathfinder RPG Bestiary, © 2009, Paizo Publishing, LLC; Author: Jason 
  Bulmahn, based on material by Jonathan Tweet, Monte Cook, and Skip 
  Williams
  Crystal Ooze from the Tome of Horrors, © 2002, Necromancer Games, 
  Inc.; Author Scott Greene, based on original material by Gary Gygax
  Russet Mold from the Tome of Horrors, © 2002, Necromancer Games, 
  Inc.; Author Scott Greene, based on original material by Gary Gygax
  Vegepygmy from the Tome of Horrors, © 2002, Necromancer Games, Inc.; 
  Author Scott Greene, based on original material by Gary Gygax
  Yellow Musk Zombie from the Tome of Horrors, © 2002, Necromancer 
  Games, Inc.; Author Scott Greene, based on original material by Albie Fiore
  Pathfinder Roleplaying Game Bestiary 2, © 2010, Paizo Publishing, LLC; 
  Authors Wolfgang
  Baur, Jason Bulmahn, Adam Daigle, Graeme Davis, Crystal Frasier, Joshua 
  J. Frost, Tim
  Hitchcock, Brandon Hodge, James Jacobs, Steve Kenson, Hal MacLean, 
  Martin Mason, Rob
  McCreary, Erik Mona, Jason Nelson, Patrick Renie, Sean K Reynolds, F. 
  Wesley Schneider,
  Owen K.C. Stephens, James L. Sutter, Russ Taylor, and Greg A. Vaughan, 
  based on material
  by Jonathan Tweet, Monte Cook, and Skip Williams.
  The Book of Fiends, © 2003, Green Ronin Publishing; Authors Aaron Loeb, 
  Erik Mona,
  Chris Pramas, Robert J. Schwalb.
  Amphisbaena from the Tome of Horrors, Revised, © 2002, Necromancer 
  Games, Inc.;
  Author Scott Greene, based on original material by Gary Gygax.
  Angel, Monadic Deva from the Tome of Horrors, Revised, © 2002, 
  Necromancer Games,
  Inc.; Author Scott Greene, based on original material by Gary Gygax.
  Aurumvorax from the Tome of Horrors, Revised, © 2002, Necromancer 
  Games, Inc.;
  Author Scott Greene, based on original material by Gary Gygax.
  Bat, Mobat from the Tome of Horrors, Revised, © 2002, Necromancer 
  Games, Inc.; Authors
  Scott Peterson and Clark Peterson, based on original material by Gary 
  Gygax.
  Beetle, Slicer from the Tome of Horrors, Revised, © 2002, Necromancer 
  Games, Inc.;
  Author Scott Greene, based on original material by Gary Gygax.
  Blindheim from the Tome of Horrors, Revised, © 2002, Necromancer 
  Games, Inc.; Author
  Scott Greene, based on original material by Roger Musson.
  Brownie from the Tome of Horrors, Revised, © 2002, Necromancer 
  Games, Inc.; Author
  Scott Greene, based on original material by Gary Gygax.
  Bunyip from the Tome of Horrors, Revised, © 2002, Necromancer Games, 
  Inc.; Author
  Scott Greene, based on original material by Dermot Jackson.
  Crypt Thing from the Tome of Horrors, Revised, © 2002, Necromancer 
  Games, Inc.;
  Author Scott Greene, based on original material by Roger Musson.
  Daemon, Ceustodaemon (Guardian Daemon) from the Tome of Horrors, 
  Revised, © 2002,
  Necromancer Games, Inc.; Author Scott Greene, based on original material 
  by Ian McDowall.
  Daemon, Derghodaemon from the Tome of Horrors, Revised, © 2002, 
  Necromancer
  Games, Inc.; Author Scott Greene, based on original material by Gary Gygax.
  Daemon, Hydrodaemon from the Tome of Horrors, Revised, © 2002, 
  Necromancer
  Games, Inc.; Author Scott Greene, based on original material by Gary Gygax.
  Daemon, Piscodaemon from the Tome of Horrors, Revised, © 2002, 
  Necromancer
  Games, Inc.; Author Scott Greene, based on original material by Gary Gygax.
  Death Worm from the Tome of Horrors, Revised, © 2002, Necromancer 
  Games, Inc.;
  Author Scott Greene and Erica Balsley.
  Decapus from the Tome of Horrors, Revised, © 2002, Necromancer 
  Games, Inc.; Author
  Scott Greene, based on original material by Jean Wells.
  Dragon Horse from the Tome of Horrors, Revised, © 2002, Necromancer 
  Games, Inc.;
  Author Scott Greene, based on original material by Gary Gygax.
  Dust Digger from the Tome of Horrors, Revised, © 2002, Necromancer 
  Games, Inc.;
  Author Scott Greene, based on original material by Gary Gygax.
  Forlarren from the Tome of Horrors, Revised, © 2002, Necromancer 
  Games, Inc.; Author
  Scott Greene, based on original material by Ian Livingstone.
  Giant, Wood from the Tome of Horrors, Revised, © 2002, Necromancer 
  Games, Inc.;
  Author Scott Greene, based on original material by Wizards of the Coast.
  Gloomwing from the Tome of Horrors, Revised, © 2002, Necromancer 
  Games, Inc.;
  Author Scott Greene, based on original material by Gary Gygax.
  Grippli from the Tome of Horrors, Revised, © 2002, Necromancer Games, 
  Inc.; Author
  Scott Greene, based on original material by Gary Gygax.
  Gryph from the Tome of Horrors, Revised, © 2002, Necromancer Games, 
  Inc.; Author
  Scott Greene, based on original material by Peter Brown.
  Hangman Tree from the Tome of Horrors, Revised, © 2002, Necromancer 
  Games, Inc.;
  Author Scott Greene, based on original material by Gary Gygax.
  Hippocampus from the Tome of Horrors, Revised, © 2002, Necromancer 
  Games, Inc.;
  Author Scott Greene and Erica Balsley, based on original material by Gary 
  Gygax.
  Jubilex from the Tome of Horrors, Revised, © 2002, Necromancer Games, 
  Inc.; Author
  Scott Greene, based on original material by Gary Gygax.
  Kelpie from the Tome of Horrors, Revised, © 2002, Necromancer Games, 
  Inc.; Author
  Scott Greene, based on original material by Lawrence Schick.
  Korred from the Tome of Horrors, Revised, © 2002, Necromancer Games, 
  Inc.; Author
  Scott Greene, based on original material by Gary Gygax.
  Leprechaun from the Tome of Horrors, Revised, © 2002, Necromancer 
  Games, Inc.;
  Author Scott Greene, based on original material by Gary Gygax.
  Magma Ooze from the Tome of Horrors, Revised, © 2002, Necromancer 
  Games, Inc.;
  Author Scott Greene.
  Mihstu from the Tome of Horrors, Revised, © 2002, Necromancer Games, 
  Inc.; Author
  Scott Greene, based on original material by Gary Gygax.
  Mongrelman from the Tome of Horrors, Revised, © 2002, Necromancer 
  Games, Inc.;
  Author Scott Greene, based on original material by Gary Gygax.
  Necrophidius from the Tome of Horrors, Revised, © 2002, Necromancer 
  Games, Inc.;
  Author Scott Greene, based on original material by Simon Tillbrook.
  Nereid from the Tome of Horrors, Revised, © 2002, Necromancer Games, 
  Inc.; Author
  Scott Greene, based on original material by Gary Gygax.
  Pech from the Tome of Horrors, Revised, © 2002, Necromancer Games, 
  Inc.; Author Scott
  Greene, based on original material by Gary Gygax.
  Phycomid from the Tome of Horrors, Revised, © 2002, Necromancer 
  Games, Inc.; Author
  Scott Greene, based on original material by Gary Gygax.
  Poltergeist from the Tome of Horrors, Revised, © 2002, Necromancer 
  Games, Inc.; Author
  Scott Greene, based on original material by Lewis Pulsipher.
  Quickling from the Tome of Horrors, Revised, © 2002, Necromancer 
  Games, Inc.; Author
  Scott Greene, based on original material by Gary Gygax.
  Quickwood from the Tome of Horrors, Revised, © 2002, Necromancer 
  Games, Inc.;
  Author Scott Greene, based on original material by Gary Gygax.
  Sandman from the Tome of Horrors, Revised, © 2002, Necromancer 
  Games, Inc.; Author
  Scott Greene, based on original material by Roger Musson.
  Scarecrow from the Tome of Horrors, Revised, © 2002, Necromancer 
  Games, Inc.; Author
  Scott Greene, based on original material by Roger Musson.
  Skulk from the Tome of Horrors, Revised, © 2002, Necromancer Games, 
  Inc.; Author Scott
  Greene, based on original material by Simon Muth.
  Slime Mold from the Tome of Horrors, Revised, © 2002, Necromancer 
  Games, Inc.;
  Author Scott Greene, based on original material by Gary Gygax.
  Slithering Tracker from the Tome of Horrors, Revised, © 2002, 
  Necromancer Games, Inc.;
  Author Scott Greene, based on original material by Gary Gygax.
  Soul Eater from the Tome of Horrors, Revised, © 2002, Necromancer 
  Games, Inc.; Author
  Scott Greene, based on original material by David Cook.
  Spriggan from the Tome of Horrors, Revised, © 2002, Necromancer 
  Games, Inc.; Author
  Scott Greene and Erica Balsley, based on original material by Roger Moore 
  and Gary Gygax.
  Tenebrous Worm from the Tome of Horrors, Revised, © 2002, 
  Necromancer Games, Inc.;
  Author Scott Greene, based on original material by Gary Gygax.
  Tentamort from the Tome of Horrors, Revised, © 2002, Necromancer 
  Games, Inc.; Author
  Scott Greene, based on original material by Mike Roberts.
  Tick, Giant & Dragon from the Tome of Horrors, Revised, © 2002, 
  Necromancer Games,
  Inc.; Author Scott Greene, based on original material by Gary Gygax.
  Troll, Ice from the Tome of Horrors, Revised, © 2002, Necromancer 
  Games, Inc.; Author
  Scott Greene, based on original material by Russell Cole.
  Troll, Rock from the Tome of Horrors, Revised, © 2002, Necromancer 
  Games, Inc.; Author Scott Greene.
  Zombie, Juju from the Tome of Horrors, Revised, © 2002, Necromancer 
  Games, Inc.; Author Scott Greene, based on original material by Gary Gygax.
  Pathfinder Roleplaying Game Bestiary 3, © 2011, Paizo Publishing, LLC; 
  Authors Jesse Benner, Jason Bulmahn, Adam Daigle, James Jacobs, Michael 
  Kenway, Rob McCreary, Patrick Renie, Chris Sims, F. Wesley Schneider, 
  James L. Sutter, and Russ Taylor, based on material by Jonathan Tweet, 
  Monte Cook, and Skip Williams. 
  Kobold Quarterly Issue 7, © 2008, Open Design LLC, www.
  koboldquarterly.com; Authors John Baichtal, Wolfgang Baur, Ross Byers, 
  Matthew Cicci, John Flemming, Jeremy Jones, Derek Kagemann, Phillip 
  Larwood, Richard Pett, and Stan! 
  Adherer from the Tome of Horrors, Revised, © 2002, Necromancer 
  Games, Inc.; Authors Scott Greene and Clark Peterson, based on original 
  material by Guy Shearer. 
  Animal Lord from the Tome of Horrors, Revised, © 2002, Necromancer 
  Games, Inc.; Author Scott Greene, based on original material by Gary Gygax. 
  Ascomid from the Tome of Horrors, Revised, © 2002, Necromancer 
  Games, Inc.; Author Scott Greene, based on original material by Gary Gygax. 
  Atomie from the Tome of Horrors, Revised, © 2002, Necromancer Games, 
  Inc.; Author Scott Greene, based on original material by Gary Gygax. 
  Axe Beak from the Tome of Horrors, Revised, © 2002, Necromancer 
  Games, Inc.; Author Scott Greene, based on original material by Gary Gygax. 
  Carbuncle from the Tome of Horrors, Revised, © 2002, Necromancer 
  Games, Inc.; Authors Scott Greene, based on original material by Albie 
  Fiore. 
  Caryatid Column from the Tome of Horrors, Revised, © 2002, 
  Necromancer Games, Inc.; Author Scott Greene, based on original material 
  by Jean Wells. 
  Demodand, Shaggy from the Tome of Horrors, Revised, © 2002, 
  Necromancer Games, Inc.; Author Scott Greene, based on original material 
  by Gary Gygax. 
  Demodand, Slimy from the Tome of Horrors, Revised, © 2002, 
  Necromancer Games, Inc.; Author Scott Greene, based on original material 
  by Gary Gygax. 
  Demodand, Tarry from the Tome of Horrors, Revised, © 2002, 
  Necromancer Games, Inc.; Author Scott Greene, based on original material 
  by Gary Gygax. 
  Dire Corby from the Tome of Horrors, Revised, © 2002, Necromancer Games, 
  Inc.; Author Scott Greene, based on original material by Jeff Wyndham. 
  Disenchanter from the Tome of Horrors, Revised, © 2002, Necromancer 
  Games, Inc.; Author Scott Greene, based on original material by Roger Musson. 
  Dragon, Faerie from the Tome of Horrors, Revised, © 2002, Necromancer 
  Games, Inc.; Author Scott Greene, based on original material by Brian Jaeger 
  and Gary Gygax. 
  Flail Snail from the Tome of Horrors, Revised, © 2002, Necromancer Games, 
  Inc.; Author Scott Greene, based on original material by Simon Tilbrook. 
  Flumph from the Tome of Horrors, Revised, © 2002, Necromancer Games, 
  Inc.; Author Scott Greene, based on original material by Ian McDowell and 
  Douglas Naismith. 
  Foo Creature from the Tome of Horrors, Revised, © 2002, Necromancer 
  Games, Inc.; Author Scott Greene, based on original material by Gary Gygax. 
  Huecuva from the Tome of Horrors, Revised, © 2002, Necromancer Games, 
  Inc.; Author Scott Greene, based on original material by Underworld Oracle. 
  Jackalwere from the Tome of Horrors, Revised, © 2002, Necromancer 
  Games, Inc.; Author Scott Greene, based on original material by Gary Gygax. 
  Kamadan from the Tome of Horrors, Revised, © 2002, Necromancer 
  Games, Inc.; Author Scott Greene, based on original material by Nick Louth. 
  Kech from the Tome of Horrors, Revised, © 2002, Necromancer Games, 
  Inc.; Author Scott Greene, based on original material by Gary Gygax. 
  Wolf-In-Sheep’s-Clothing from the Tome of Horrors, Revised, © 2002, 
  Necromancer Games, Inc.; Author Scott Greene, based on original material 
  by Gary Gygax.
  Pathfinder Roleplaying Game Advanced Player’s Guide. copyright 2010, 
  Paizo Publishing, LLC; Author: Jason Bulmahn
  Pathfinder Roleplaying Game Ultimate Combat. © 2011, Paizo 
  Publishing, LLC; Authors:
  Dennis Baker, Jesse Benner, Benjamin Bruck, Jason Bulmahn, Brian J. 
  Cortijo, Jim Groves,
  Tim Hitchcock, Richard A. Hunt, Colin McComb, Jason Nelson, Tom 
  Phillips, Patrick
  Renie, Sean K Reynolds, and Russ Taylor.
  Anger of Angels. © 2003, Sean K Reynolds
  The Book of Hallowed Might. © 2002, Monte J. Cook
  Monte Cook’s Arcana Unearthed. © 2003, Monte J. Cook
  Path of the Magi. © 2002 Citizen Games/Troll Lord Games; Authors: Mike 
  McArtor, W. Jason Peck, Jeff Quick, and Sean K Reynolds
  Skreyn’s Register: The Bonds of Magic. © 2002, Sean K Reynolds
  Pathfinder Roleplaying Game Ultimate Magic. © 2011, Paizo Publishing, 
  LLC; Authors: Jason Bulmahn, Tim Hitchcock, Colin McComb, Rob 
  McCreary, Jason Nelson, Stephen Radney-MacFarland, Sean K Reynolds, 
  Owen K.C. Stephens, and Russ Taylor
  Pathfinder Roleplaying Game Ultimate Equipment © 2012, Paizo 
  Publishing, LLC; Authors: Dennis Baker, Jesse Benner, Benjamin Bruck, 
  Ross Byers, Brian J. Cortijo, Ryan Costello, Mike Ferguson, Matt Goetz, Jim 
  Groves, Tracy Hurley, Matt James, Jonathan H. Keith, Michael Kenway, Hal 
  MacLean, Jason Nelson, Tork Shaw, Owen KC Stephens, and Russ Taylor.
  Demodad, Slime from the Tome of Horrors Complete © 2011, 
  Necromancer Games, Inc., published and distributed by Frog God Games; 
  Author: Scott Greene, based on original material by Gary Gygax.
  Forlarren from the Tome of Horrors Complete © 2011, Necromancer 
  Games, Inc., published and distributed by Frog God Games; Author: 
  Scott Greene, based on original material by Ian Liveingstone. 
  Hangman Tree from the Tome of Horrors Complete © 2011, 
  Necromancer Games, Inc., published and distributed by Frog God 
  Games; Author: Scott Greene, based on original material by Gary Gygax. 
  Pathfinder Roleplaying Game Mythic Adventures. © 2013, Paizo Publishing, 
  LLC; Authors: Jason Bulmahn, Stephen Radney-MacFarland, Sean K Reynolds, 
  Denis Baker, Jesse Benner, Ben Bruck, Jim Groves, Tim Hitchcock, Tracey 
  Hurley, Jonathan Keith, Jason Nelson, Tom Phillips, Ryan Macklin, F. Wesley 
  Schneider, Amber Scott, Tork Shaw, Russ Taylor, and Ray Vallese.
  Pathfinder Roleplaying Game Advanced Class Guide. © 2014, Paizo 
  Publishing, LLC; Authors: Dennis Baker, Ross Byers, Jesse Benner, 
  Savannah Broadway, Jason Bulmahn, Jim Groves, Tim Hitchcock, Tracy 
  Hurley, Jonathan H. Keith, Will McCardell, Dale C. McCoy, Jr., Tom 
  Phillips, Stephen Radney-MacFarland, Thomas M. Reid, Sean K Reynolds, 
  Tork Shaw, Owen K.C. Stephens, and Russ Taylor.
  Annals of the Archfiends: Phosonith the Cruel Charmer. Copyright 2012, 
  Super Genius Games. Author: Darrin Drader
  The Genius Guide to Air Magic. Copyright 2010, Super Genius Games. 
  Author: Owen K.C. Stephens
  The Genius Guide to Crystal Magic. Copyright 2010, Super Genius 
  Games. Author: Owen K.C. Stephens
  The Genius Guide to Dream Magic. Copyright 2010, Super Genius Games. 
  Author: Owen K.C. Stephens
  The Genius Guide to Earth Magic. Copyright 2010, Super Genius Games. 
  Author: Owen K.C. Stephens
  The Genius Guide to Hellfire Magic. Copyright 2012, Super Genius 
  Games. Author: Owen K.C. Stephens
  The Genius Guide to Ice Magic. Copyright 2010, Super Genius Games. 
  Author: Owen K.C. Stephens
  D20pfsrd.com, Copyright 2015, Open Gaming LLC.
  The Gods of Porphyra. © 2012, Purple Duck Games; Authors: Christopher 
  Kaiser, Perry Fehr, Mark Gedak, August Hahn, John Hazen, Sean Holland, 
  Sam Hing, James H. Lewis, Chris Longhurst, Scott Messer, Sean O’Connor, 
  David Nicholas Ross, and Jeremy Whalen
  The Book of Divine Magic. © 2009, 4 Winds Fantasy Gaming; Authors Connie 
  J. Thomson and Robert W. Thomson, with Katheryn Bauer and Sean O’Connor.
  Remarkable Races: Compendium of Unusual PC Races, Pathway to 
  Adventure Edition. © 2009, Alluria Publishing; Author: J. Matthew Kubisz
  The Genius Guide to Domain Channeling II: Domains of Light and Lore. 
  ©2015, Rogue Genius Games. Author: Andrew Marlowe
  
SOURCE: textdata/thevault/Pathfinder/1st Edition/3rd Party/Super Genius Games/Genius Guides/Magic/The Genius Guide to Domain Channeling II Domains of Light and Lore.pdf