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Cleric Class Details | Domains | Variant Channeling | Archetypes

Water

Source PRPG Core Rulebook pg. 48
Deities: Aegirran, Besmara, Bokrug, Charon, Crocell, Dagon, Gaap, Geryon, Ghatanothoa, Gogunta, Gozreh, Guyuku, Hanspur, Hataam, Hei Feng, Inkariax, Jalaijatali, Jubilex, Kelizandri, Matravash, Naderi, Neith, Oaur-Ooung, Onos, Orgesh, Ovonovo, Pharasma, Pharimia, Ragadahn, Roqorolos, Scarmiglione, Sobek, Speakers of the Depths, The Pale Horse, Thremyr, Tolc, Tresmalvos, Uzumae, Valmallos, Vorasha, Wadjet, Yamatsumi, Ylimancha, Zogmugot

Granted Powers: You can manipulate water and mist and ice, conjure creatures of water, and resist cold.

Icicle (Sp): As a standard action, you can fire an icicle from your finger, targeting any foe within 30 feet as a ranged touch attack. The icicle deals 1d6 points of cold damage + 1 point for every two cleric levels you possess. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.

Cold Resistance (Ex): At 6th level, you gain resist cold 10. This resistance increases to 20 at 12th level. At 20th level, you gain immunity to cold.

Domain Spells: 1st—obscuring mist, 2nd—fog cloud, 3rd—water breathing, 4th—control water, 5th—ice storm, 6th—cone of cold, 7th—elemental body IV (water only), 8th—horrid wilting, 9th—elemental swarm (water spell only).

Flotsam Subdomain

Source Book of the Damned pg. 180, Goblins of Golarion pg. 27, Inner Sea Gods pg. 225
Associated Domain(s): Water
Associated Deities: Jalaijatali, Jubilex, Tresmalvos, Zogmugot

Replacement Power: The following granted power replaces the cold resistance power of the Water domain.

Sift (Su): At 6th level, once per day you can reach into water as a standard action and pull out an object with a maximum gp value of up to 50 gp x your class level. This object always has the broken condition upon being withdrawn from the water. The water you reach into must be at least deep enough to fully immerse yourself in. At 12th level, the objects that you retrieve are not broken. At 20th level, you can retrieve objects worth up to 5,000 gp. If you’re retrieving an object that would not normally float, assume it rests on top of or is entwined with debris that does float. Objects retrieved in this manner disappear after 24 hours if they’re not already used up or otherwise destroyed before then.

Replacement Domain Spells: 2nd—make whole, 5th— major creation, 6th—animate objects.

Flowing Subdomain

Source Champions of Balance pg. 17
Associated Domain(s): Water
Associated Deities: Gozreh, Pharasma, Yamatsumi

Replacement Power: The following granted power replaces the icicle ability of the Water domain.

Go with the Flow (Su): You can touch a creature as a standard action to suppress its strong emotions. The target is affected as the calm emotions spell, except it can still take violent actions and violent actions against the target do not end the effect. This effect lasts a number of rounds equal to 1/2 your cleric level (minimum 1). You can use this ability a number times per day equal to 3 + your Wisdom modifier.

Replacement Domain Spells: 2nd—cat’s grace, 4th—freedom of movement, 6th—fluid formAPG, 8th—mind blank.

Ice Subdomain

Source Advanced Player's Guide pg. 1
Associated Domain(s): Water
Associated Deities: Charon, Inkariax, Ithaqua, Kostchtchie, Orgesh, Pharasma, Sithhud, Thremyr, Tolc, Uzumae, Yamatsumi

Replacement Power: The following granted power replaces the cold resistance power of the Water domain.

Body of Ice (Su): At 8th level, you can transmute your body and equipment to ice for a period of time. It takes a standard action to take on the form of ice, and you can end the transmutation with a free action on your turn. When you take on the form of ice, you are immune to cold and have DR 5/—, but you take twice the normal amount of damage from fire. You can take on the form of ice for a number of rounds per day equal to your cleric level. The rounds need not be consecutive.

Replacement Domain Spells: 7th—freezing sphere, 9th—polar ray.

Oceans Subdomain

Source Advanced Player's Guide pg. 1
Associated Domain(s): Water
Associated Deities: Aegirran, Besmara, Bokrug, Crocell, Dagon, Gaap, Geryon, Ghatanothoa, Gozreh, Guyuku, Hei Feng, Kelizandri, Neith, Oaur-Ooung, Onos, Orgesh, Ovonovo, Pharimia, Ragadahn, Roqorolos, Speakers of the Depths, Ylimancha, Zogmugot

Replacement Power: The following granted power replaces the icicle power of the Water domain.

Surge (Su): As a standard action, you can cause a mighty wave to appear that pushes or pulls a single creature. Make a combat maneuver check against the target, using your cleric level + your Wisdom modifier as your CMB. If successful, you may pull or push the creature as if using the bull rush or drag combat maneuver. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.

Replacement Domain Spells: 2nd—slipstream, 3rd—water walk, 9th—tsunami.

Rivers Subdomain

Source Book of the Damned pg. 181, Inner Sea Gods pg. 226, Pathfinder #80: Empty Graves pg. 65
Associated Domain(s): Water
Associated Deities: Crocell, Gaap, Gogunta, Hanspur, Hataam, Jalaijatali, Sobek, Wadjet

Replacement Power: The following granted power replaces the icicle power of the Water domain.

Current Flow (Su): As a free action, you can increase either your base speed or your swim speed by 10 feet. While swimming, you gain a bonus on Swim checks equal to half your class level (minimum 1). These effects last for a number of rounds equal to your Wisdom modifier (minimum 1). You can use this ability a number of times per day equal to 3 + your Wisdom modifier.

Replacement Domain Spells: 1st—hydraulic push, 2nd—slipstream, 5th—elemental body II, 6th—fluid form.