Air Domain

The domain of air is one of openness and expression. As a cleric of the air domain, you strive to remain under the open sky as much as possible. The wind is your guide, and when you have no destination or urgency you should follow where it leads.

**Divine Skill:** Fly

**Domain Spells:** 1st-feather fall 2nd-gust of wind 3rd-cloak of winds 4th-river of wind 5th-control winds 6th-sirocco 7th-mass fly 8th-whirlwind 9th-mass suffocation

### **Aerokinesis (Sp)**

You gain the air blast wild talent and the kinetic blast class feature, treating half your cleric level as your kineticist level (minimum 1) and your Wisdom modifier as your Constitution modifier. You also gain the basic aerokinesis utility wild talent. You can spend 1 point of faith as a free action to treat your cleric level as your kineticist level for one round instead.

### **Protective Wind (Su)**

At 4th level, you become surrounded by swirling winds that batter away blows. All ranged attacks made with physical weapons suffer a 20% miss chance against you, except for attacks from massive weapons such as a giant’s thrown boulder or a ballista. This ability has no effect on ray attacks. You may activate this ability for 1 minute as a free action by spending a faith point and may spend a faith point whenever the duration would expire to continue the effect for an additional minute.

### **Nimbus (Sp)**

At 8th level, swirling mists surround your feet at all times. You can spend 1 point of faith to solidify these mists, casting air walk as a spell-like ability that lasts for a minute per caster level.

## **Doctrine of the Sky**

You embrace freedom above all things. You never tie yourself to one place, always seeking something new.

You gain the following abilities.

### **Powerful Wind (Su)**

You can spend 1 point of faith as a swift action to extend your wind out over a wide distance for one minute. Allies within 30 feet of you gain the benefits of your protective wind ability. If there are no allies within 30 feet, or if you choose not to share the ability, the increased wind concentrates on you, intensifying and making you immune to ranged attacks made with physical weapons, including massive weapons.

### **Freedom of the Sky (Sp)**

At 16th level, you become light enough to ride the winds themselves. When you use your nimbus ability, you gain a perfect fly speed of 60’ for the duration.

## **Doctrine of the Storm**

You venerate the power of air, the raw force of winds in a tornado and the crackle of lightning.

You gain the following abilities.

### **Thunderstorm (Sp)**

You can use the electric blast wild talent or the thunderstorm composite blast. Instead of accepting burn, you must spend 1 point of faith to use thunderstorm blast. When casting a spell with the electricity descriptor or your lightning or thunderstorm blast, you can spend 1 point of faith as a swift action to designate one creature within line of sight. The spell or blast’s damage is increased by 50% against that target.

### **Lightning Rod (Su)**

At 16th level, lightning is drawn to you like a moth to the flame. You become immune to electricity. As an immediate action while within 30 feet of the target or center of a spell or ability that does electricity damage, you can spend 1 point of faith to redirect all of the electricity damage to yourself. This does not affect any other damage from the spell or ability.