Animal Domain

The domain of the animal is one of respect for the beasts of the world. As a cleric of the animal domain, you have adopted animalistic tendencies, possibly of one specific animal. You may be a vegetarian, or you may eat meat and offer prayers to the creatures that become your food. Either way, you are sworn to protect animals from sapient creatures, and may cause them no harm except what is needed to survive.

**Divine Skill:** Handle Animal

**Domain Spells:** 1st-calm animals 2nd-hold animal 3rd-dominate animal 4th-greater magic fang 5th-animal growth 6th-beast shape iv 7th-animal shapes 8th-mass atavism 9th-shapechange

### **Call of the Wild (Su)**

When you first gain this domain, choose from a 1d6 bite, a 1d6 gore, or two 1d4 claws. As a swift action, you can spend 1 point of faith to gain the natural attack(s) you chose for one minute per cleric level. You can only gain them while in your natural form. In addition, you are permanently under the effects of speak with animals.

### **Wild Shape (Su)**

At 4th level you gain the wild shape ability, as a druid of your cleric level. You can only use this ability to turn into animals or magical beasts.

### **Animal Friendship (Su)**

At 8th level, animals are automatically indifferent to you, and will not attack you without provocation. You can improve their attitude using your Handle Animal skill in place of Diplomacy, even when speaking to them normally.

## **Doctrine of the Wild**

You embrace the deepest, most natural impulses of the animal. You shun the comforts of civilization, typically abandoning it altogether to live in the wild amongst your fellow beasts.

You gain the following abilities.

### **Blessed Fangs (Su)**

Your natural attacks from call of the wild are infused with the power of your faith. If you chose a bite, you gain your choice of the trip or grab ability on your bite. If you chose a gore, you gain the powerful charge ability, dealing 2d8 + double your Strength modifier. If you chose claws, your claws gain an 18-20 critical range. These effects apply while in wild shape as well, but only to the selected natural attack.

### **Natural Form (Su)**

At 16th level, you shed the last anchors you have to humanity, becoming truly one with the beast inside. You can use wild shape at will, and the duration becomes permanent. In addition, while in a wild shape form you can change to any form your wild shape would allow as a swift action. You can dismiss your wild shape at any time as an immediate action.

## **Doctrine of Domestication**

You recognize the power of animals and humanoids working together. You encourage and foster pack bonds between animals and responsible humanoids, while bringing down your fury on those who harm animals in their care.

You gain the following abilities.

### **Animal Ally (Su)**

You become aware of all animals within a 100-foot radius of you at all times. As a full round action, you can spend 3 points of faith to call a nearby animal to aid you. This animal becomes an animal companion to you, using your level as your druid level to determine their statistics but gaining no feats for their hit dice. Available companions vary based on your environment. The companion will only stay with you for the duration of the task you have for it, although this task can be as open ended as “accompany me through this dungeon.”

### **Aura of Domestication (Su)**

At 16th level, most animals are automatically friendly to you. Animals allied with or owned by your enemies and magical beasts are indifferent to you. In either case, they will not attack you or your allies without provocation, even if ordered to. As a standard action, you can make a Handle Animal check against any animal or magical beast to perform a task or trick, even if you aren’t its trainer.