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Ruins

You sense nature’s creeping reclamation of what once belonged to the civilized world and understand how to ensure ruins that hold power or significance will persist.

Granted Powers:

Ruin Touch (Su): You can strengthen or weaken objects with your touch. With a melee touch attack, you can increase or decrease the hardness of an object (up to a 10-foot cube) or construct by an amount equal to half your druid level (minimum 1) for 1 minute. You cannot reduce an object’s hardness below 0, and the same target cannot be affected by this ability more than once. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.

Remembrance (Sp): At 4th level, when within a ruin or other structure that is no longer claimed by civilization, you can call upon the wisdom of the land and its long-dead residents. Once per day for every 4 druid levels you possess, you can cast divination as a spell-like ability. Additionally, if you are within ruins when you cast commune with nature, you gain information about the crumbling structures around you as though they were part of nature.

Surefooted (Ex): At 8th level, your speed is not reduced by difficult terrain unless the terrain has been magically manipulated to impede motion.

Domain Spells: 1st—magic stone, 2nd—stone call, 3rd—meld into stone, 4th—rusting grasp, 5th—commune with nature, 6th—stone tell, 7th—statue, 8th—earthquake, 9th—clashing rocks

    Section 15: Copyright Notice

    Pathfinder Campaign Setting: Inner Sea Monster Codex © 2015, Paizo Inc.; Authors: John Compton, Paris Crenshaw, Mike Myler, Tork Shaw, and Larry Wilhelm.