Classes/Priest/Blessings

Blessings & Variant Blessings
Below is a list of blessings and variant blessings that a priest may select. Priests may only select blessings that can be granted by her divine patron.

Variant Blessings
Variant blessings are a combination of two or more parent blessings, which modify one or more of the abilities or boons that the priest may gain. A priest may select a variant blessing in place of a blessing if all of its parent blessings can be granted by her divine patron. The variant blessing replaces one of its parent blessings, meaning that the priest cannot possess both the variant blessing and the parent blessing which it is substituting features to; a priest may not select the same variant blessing more than once, even to modify different parent blessings. When selecting a variant blessing in this way, the priest may not replace more than one of her blessings with that variant blessing. Alternatively, a divine patron may directly grant a variant blessing without also granting all (or any) of its parent blessings; in this situation if the divine patron’s description does not specify which blessing to use as the parent, the priest may use any parent blessing which the patron does provide or, if none are provided, may choose from one of that variant blessing’s parents.

When gaining a variant blessing, the priest first gains the parent blessing and then replaces any features gained with the features granted by the variant blessing; if a variant blessing has more than one parent blessing the variant blessing may replace different features depending on which parent blessing it is gained from. If a variant blessing provides an alternate miracle, that miracle is gained in place of the miracle normally granted by the parent blessing; if a variant blessing provides an alternate blessing benefit, that benefit is gained in place of the benefit normally granted by the parent blessing. A variant blessing may specify that it replaces boons from its parent blessing, if it does those boons may not be selected.

Animal Blessing

 * Blessing Benefit: Priests with the animal blessing gain ranks in the Knowledge(Nature) skill equal to their class level.
 * Blessing Miracle: Call to Heel: The priest may issue a divine command to animals within an area to compel obedience. The priest makes a Will save attack against all creatures with the animal type within a radius of 20 feet + 5 feet per 2 class levels centered on a point within 100 feet + 10 feet per class level. On a success, targets gain the Fascinated condition for as long as the priest concentrates to maintain this effect, or until they are otherwise freed from the condition. A creature that successfully saves, that is freed from the effect, or that leaves the area, becomes immune to this effect for the remainder of the duration. Animals that enter the area while the priest is concentrating to maintain the effect are immediately subject to a Will save attack. At 7th level, the priest may center this area on herself and have the effect move with her, and the effect remains on each creature for 1d4+1 rounds after the priest ceases concentrating or the creature leaves the area of effect. At 13th level, animals instead become Dominated for the duration of the effect.


 * Blessing Boons:
 * Beast Skin Benefit: The priest gains the Transformation spell as a bonus spell and the Natural Spell (Magic) feat as a bonus feat, and must select Beast Form as her first form talent (even if she does not meet the prerequisites). If she already possesses the Transformation spell, she instead gains the Beast Form talent; if she already possesses the Beast Form talent, she instead gains another Form talent, Alter talent, or magic talent that uses Transformation as a prerequisite but must meet the prerequisites for these talents (in either case, if the priest is a prepared caster she treats Transformation as a bonus spell for the purpose of her limit on prepared spells).
 * Call Beast Benefit: The priest gains the Summon Companion spell as a bonus spell, and must select a companion with the Animal type (even if she does not meet the prerequisites). If she already possesses the Summon Companion spell, the priest instead gains the Extra Companion magic talent and must select a companion with the Animal type (if the priest is a prepared caster, she may treat Summon Companion as a bonus spell for the purpose of her limit on prepared spells). This companion may remain without concentration for up to 24 hours, but the priest must pay any additional spell points associated with the summoning as normal.
 * Thick Hide Benefit: The priest’s skin grows thick and tough, increasing her natural armor bonus to AC by +1. This bonus stacks with other sources of natural armor, and increases by an additional +1 at 6th, 11th, and 16th level.

Cold Blessing

 * Blessing Benefit: Priests with the cold blessing gain the Cold Affinity universal magic talent.


 * Blessing Miracle: Flash Freeze: The priest may pray for her divine patron to cover an area in a sheet of ice. This effect covers an area with a radius of 20 feet + 5 feet per 2 class levels centered within 100 feet + 10 feet per class level. The priest makes a Reflex save attack against all creatures in the affected area, on a success the creatures fall prone. Creatures within the area that attempt to move must succeed at an Acrobatics check (DC 10 + the priest’s CAM) or be unable to move (an additional degree of failure causes the creature to fall prone), and suffer a penalty to their CMD against maneuvers that would move them equal to the priest’s CAM. Prone creatures that attempt to stand must also succeed at an Acrobatics check to do so. The priest is immune to this effect. This effect lasts for 1 minute per class level, but the priest may dismiss it as a standard action.  At 7th level, the ice sheet is thick enough to support the weight of creatures of up to medium size, allowing those creatures to walk across surfaces that would not normally support their weight (such as a lake, a canopy of vines, or a crumbling ruin) and when doing so those creatures do not set off pressure-based floor traps. The ice also encases unattended objects within the area, preventing objects from being lifted from surfaces they are frozen to, and containers and doors from being opened. The ice has 1 hit point per class level, or can be broken with a Strength check (DC 10 + the priest’s CAM).   At 13th level, creatures of up to large size can be supported by the ice, and creatures that fall prone on the ice also gain the Entangled condition and are unable to move until they break free from the ice through either a Strength check or dealing damage to the ice (using the same hit points and DC as encased objects).   Keywords: Cold
 * Blessing Boons:
 * Deep Freeze Benefit: Any ice created by the priest gains hardness equal to her CAM and an additional number of hit points equal to her BCB.
 * Ice Body Prerequisites: Priest 6 Benefit: As a reaction, the priest may transform her body and equipment into ice for a period of time. While in the form of ice, the priest has immunity to cold and gains DR 5/-, but also gains vulnerability to fire. Her natural attacks and melee weapon attacks in this form deal an additional 1d6 cold damage. The priest may end this effect as a free action on her turn. The priest may take on this form for a number of rounds per day equal to her class level; these rounds need not be consecutive. If the priest also possesses the Deep Freeze divine boon, she uses the higher of 5 or her CAM to determine the DR, and gains a number of temporary hit points equal to her BCB when she activates this ability.
 * Tundra Dweller Benefit: The priest may move normally over non-magical snow-covered and icy surfaces without reducing her speed or needing to make an Acrobatics check to avoid falling prone. She may share this effect with a number of creatures within 20 feet up to her CAM. Additionally, the priest can live comfortably in even freezing temperatures and no longer needs to make Fortitude, Constitution, or Tenacity checks due to cold weather conditions and no longer takes nonlethal damage from cold weather (but can still take lethal damage from extreme weather conditions).

Dark Blessing

 * Blessing Benefit: Priests with the dark blessing gain the Dark Affinity universal magic talent.
 * Blessing Miracle: Midnight: The priest may pray for the embrace of nightfall creep over an area. This effect covers an area with a radius of 50 feet + 5 feet per class level within 100 feet + 10 feet per class level. The light level in the area is reduced to darkness, and light sources within the area (such as a torch or lantern) reduce their range by half. This effect spreads from the point of origin like a fog, going around obstacles and filling any area that isn’t fully enclosed. This effect lasts for 1 minute per class level, but the priest may dismiss it as a standard action.  At 7th level, the radius of this effect increases to 100 feet + 10 feet per class level, the range increases to 1000 feet + 100 feet per class level, and the duration increases to 10 minutes per class level. Light sources within the area reduce their range to one quarter; if this would reduce the range to fewer than 5 feet those sources cease to function.  At 13th level, the radius of this effect increases to 1000 feet + 100 feet per class level, the range increases to 1 mile per class level, and the duration increases to 1 hour per class level. Additionally, darkvision no longer functions within the effect (although greater darkvision functions normally); the priest is immune to this effect.
 * Blessing Boons:
 * Fade to Black Benefit: The priest may spend a Reaction when targeted by an attack to fade into shadow and grant herself concealment (25% + 5% per 4 BCB miss chance) against that attack. This miss chance stacks with other concealment granted by dim light or darkness (up to a maximum of 50%). The priest may use this ability a number of times per day equal to ½ her MSB plus her CAM (minimum 1).
 * Lightless Gaze Prerequisites: Darkvision, Priest 10  Benefit: The priest gains the Greater Darkvision universal ability.
 * Eternal Midnight Prerequisites: Priest 14, Midnight miracle  Benefit: The duration of the Midnight miracle increases to 1 day per class level.
 * Witching Hour Prerequisites: Midnight miracle  Benefit: The priest may apply a single Improved Darkness talent (as if using the Alter Light spell) to the effect of her Midnight miracle. The priest is immune to the effects of this talent.
 * Coven Prerequisites: Witching Hour boon  Benefit: When the priest activates her Midnight miracle, she may designate a category of creature that is immune to the effects (including the effect inhibiting darkvision from 13th level onward). This category could be descriptive (such as “all elves” or “unarmed creatures”), associational (such as “members of my party” or “followers of my faith”), or based upon a specific action (such as “speaks a prayer to my patron” or “carries my patron’s holy symbol”).

Earth Blessing

 * Blessing Benefit: Priests with the earth blessing gain the Earth Affinity universal magic talent.
 * Blessing Miracle: Rock Slide: The priest may beckon earth and stone to move at her command. The priest may choose one unattended stone object of up to medium size within 30 feet + 5 feet per 2 class levels and command it to move (through sliding, rolling, or levitating) to any other space within range. This movement must be in a straight line. If the object moves through a space occupied by a creature or other obstruction the priest may roll a ranged touch attack and, on a success, the object’s movement stops and it deals 1d8 plus her CAM bludgeoning damage to that creature. On a miss, or if the priest chooses not to make the attack roll, the object continues toward the intended destination and may attempt additional attack rolls for other occupied spaces that it passes through (the object cannot pass through obstructions such as walls). The object may move through the spaces of allied creatures without obstruction. The damage and size of object that can be moved increases by 1 size category at 4th level and every 4 class levels thereafter (1d10 at 4th, 2d6 at 8th, 3d6 at 12th, 4d6 at 16th, and 6d6 at 20th).  At 7th level, in addition to stone objects, the priest may also command patches of earth and stone to tear themselves free and take flight. Rather than a single stone object, the priest may affect a 5-foot cube of nonmagical soil, clay, sand, or stone to move; this can include a patch of terrain or a part of a structure. This uses the same rules and deals the same damage, but gains a +4 size bonus on the touch attack roll and may attempt a Bull Rush combat maneuver as a part of the same action (with a CMB equal to the priest’s SPB + CAM + 4 size bonus). The priest may move the cube up to 5 feet in any direction before it begins its movement in order to avoid obstruction by the terrain it was pulled from.  At 13th level, the moved object (or terrain) may move to two points within range in the same action, but must still do so in a straight line from its starting location to the first destination, and from the first destination to the second. In addition, rather than stopping when it collides with a creature it may attempt an Overrun combat maneuver (using the same CMB as used for Bull Rush) to attempt to knock the creature prone and continue its movement.
 * Blessing Boons:
 * Crag Form Prerequisites: Priest 6  Benefit: As a move action, the priest may encase herself in a mass of stone. While encased in stone, the priest is immobile (is treated as having a speed of 0, a -5 dexterity modifier, and cannot take 5-foot steps), but gains a +10 natural armor bonus to AC, hardness equal to her BCB, and gains immunity to critical hits and the bleed status. She may end this effect as a move action, causing the stone to crumble into her space and adjacent squares within 5 feet per 10 SPB (minimum 5 feet) creating difficult terrain which lasts until the rubble is removed. While encased in stone the priest can speak normally and use mental or supernatural abilities but cannot take actions that require her to move her body or manipulate objects, and is treated as entangled when casting spells (requiring a concentration check against 15 + ½ the BCB of the spell attempted). The priest may use this ability a number of times per day equal to her CAM (minimum 1).
 * Scramble Benefit: The priest may ignore nonmagical difficult terrain caused by stone, sand, or uneven earth. Additionally, the priest gains a climb speed equal to ½ her land speed when climbing a surface made of stone or earth (if she already possesses a climb speed, she gains a +10 bonus to that speed when climbing a surface made of stone or earth).
 * Stone Soldiers Benefit: The priest gains the Summon Companion spell as a bonus spell, and must select a companion with the Constructed type (even if she does not meet the prerequisites). If she already possesses the Summon Companion spell, the priest instead gains the Extra Companion magic talent and must select a companion with the Constructed type (if the priest is a prepared caster, she may treat Summon Companion as a bonus spell for the purpose of her limit on prepared spells). This companion counts as a stone object for the purpose of interaction with spells, effects, and features. The priest may apply this benefit to any companions she possesses with the Constructed type (if she can summon multiple companions).

Mud Blessing (Variant; Earth or Water)

 * Variant Blessing Miracle: Mudslide: The priest may pray for a mudslide to wash away her foes, affecting all creatures and objects within a cone of 20 feet + 5 feet per class level. The priest makes a Reflex save attack against all targets, on a success the target is knocked prone. On an additional degree of success, the target is also pushed back to the end of the cone’s range (or to the nearest legal space). Objects in the area that are not firmly fixed in place are also subject to this effect. The affected area remains covered in mud until it dries (becoming dirt or clay), or the priest may cause the mud to dry immediately with a standard action.  At 7th level, the mud becomes extra sticky, causing the affected area to become difficult terrain. Creatures that fail their save gain the Entangled condition, which can be removed as a standard action by wiping away the mud.  At 13th level, the mud becomes extra slick, any creature that enters the affected area must succeed at an Acrobatics skill check (DC 10 + the priest’s CAM) or fall prone. Creatures that fall prone within the affected area gain the Entangled condition until the mud is removed with a standard action.  Keywords: Earth, Water

Electric Blessing

 * Blessing Benefit: Priests with the electric blessing gain the Electric Affinity universal magic talent.
 * Blessing Miracle: Static Charge: The priest may touch an ally to charge it with electrical energy. While charged, the priest may spend a Reaction when the ally is struck by a melee attack to cause the energy to discharge, dealing electric damage to the attacking creature equal to ½ the priest’s class level plus the priest’s CAM. A single charge allows a number of discharges equal to the priest’s CAM. After 1 minute, the charge fades and any unused discharges are lost.  At 7th level, on a discharge, the priest additionally makes a Fortitude save attack against the attacking creature. On a success, the creature gains the Dazed condition for 1 round. With two additional degrees of success, the creature is instead Dazed for 1d4+1 rounds.  At 13th level, the charge remains for 1 hour and, on a discharge, the electricity also arcs to non-allied creatures adjacent to the attacking creature, subjecting them to the same damage and save attack.  Keywords: Electric

Entropy Blessing

 * Blessing Benefit: Priests with the entropy blessing gain the Entropy Affinity universal magic talent.
 * Blessing Miracle: The Downward Spiral: The priest prays for logic to unravel around her chaotic movements. As a move action, the priest may move up to her speed. If she moves at least 10 feet, and ends her movement in the space where her movement began without moving into any other space more than once, until the start of her next turn she may choose to return to any space in her movement as an reaction; if she chooses to return to a previous space, until the start of her next turn, she may treat the end point of her movement as providing flanking.  At 7th level, if the priest made a qualifying movement for this miracle, she may begin any movement made on her next turn from any space that she passed through rather than where she ended her movement.  At 13th level, if the priest fully circles a creature with her qualifying movement, she may make a Will save attack against that creature. On a success, the creature gains the Confused condition for a number of rounds equal to her CAM.
 * Blessing Boons:
 * Chaotic Influence Benefit: Once per round as a reaction, after a creature has made an opposed roll but before the opposing roll has been made (such as an attack roll before an armor check roll, or a save attack before a save roll) the priest may force that creature to roll again and use the second result. This can be used as long as the creature initiating the opposed roll, or the creature that is the target of it, are within 30 feet of the priest. The priest may use this ability a number of times per day equal to her CAM (minimum 1) but no more than once per roll.
 * Uncertainty Prerequisites: Priest 6  Benefit: You may spend a spell point as a free action to gain the benefit of this boon for 1 minute per class level. When you move more than 10 feet, you gain a 10% miss chance on attacks made against you; this does not count as concealment. This miss chance may stack with itself, up to 50%, and lasts for a number of rounds equal to your CAM. You may gain this miss chance more than once per turn, but only once per action. When an attack misses you (whether due to miss chance or a failed attack roll), reduce this miss chance by 10%.
 * Improbability Prerequisites: Uncertainty boon  Benefit: The miss chance granted by the Uncertainty boon is treated as concealment when it reaches 20% and total concealment when it reaches 50%.
 * Lingering Rot Benefit: When you deal entropy damage to a target, you deal an additional 1d6 entropy damage at the start of your next turn. At 6th level and every 4 levels thereafter this persists for an additional round, dealing damage at the start of your turn. Multiple instances of this effect may combine the damage together, but this effect may only be applied to an individual creature once per round.
 * Nightmare Seed Benefit: The priest gains the Sleep spell as a bonus spell (even if she does not meet the prerequisites). If she already possesses the Sleep spell, she instead gains a magic talent that uses Sleep as a prerequisite but must meet the prerequisites for that talent (in either case, if the priest is a prepared caster she treats Sleep as a bonus spell for the purpose of her limit on prepared spells). When using the Sleep spell, affected creatures take 1d4 points of nonlethal damage each round they remain asleep; this damage will not wake the creature. If the creature accumulates enough nonlethal damage to begin taking lethal damage, this lethal damage will wake the creature as normal (although it will more than likely be unconscious due to nonlethal damage at that point). At 5th level, and every 5 levels thereafter, this damage increases by 1d4.  Keywords: Mental

Fire Blessing

 * Blessing Benefit: Priests with the fire blessing gain the Fire Affinity universal magic talent.
 * Blessing Miracle: Conflagrate: On the priest's turn they may activate this miracle as a reaction to cause fires within range to spread. The priest may target one source of open flame or one burning creature within a range of 100 feet + 10 feet per class level, and cause it to burst, affecting all creatures and flammable objects within 5 feet + 5 feet per 5 class levels. The priest makes a Reflex save attack against all affected targets (a target that is already burning does not need to make a new save), on a success the fire spreads to that target using the same ongoing damage and extinguish conditions as the original effect (including the original effect’s save attack result or save DC). All affected targets immediately take this burning damage, including the original source.  At 7th level, the priest may target a number of flame sources within range equal to her CAM. If a target is within range of multiple bursts, it is only required to make one save but you gain a +2 bonus to your save attack roll for each additional flame source beyond the first, the target uses the highest value of the ongoing damage between all flame sources, uses the harshest extinguish conditions, and on a success the immediate damage taken by the target increases by 2 points per additional source.  At 13th level, the range of this miracle increases to 1000 feet + 100 feet per class level.  Keywords: Fire
 * Blessing Boons:
 * Cremate Benefit: When the priest causes a target to catch on fire, she adds half her BCB to the damage taken each round.
 * See Through the Flames Benefit: When the priest is adjacent to or holding an open flame (such as a candle, torch, or campfire) she may transfer her vision as a move action to any other source of open flame that she is aware of. This functions as if she shared a space with that flame for the purpose of determining her vision and hearing. She may use this ability for a number of minutes per day equal to her class level, but this duration must be spent in 1 minute increments. Additionally, as a full-round action that provokes attacks of opportunity, the priest may detect the presence of open flames within medium range. This increases to long range at 8th level, and to 1 mile per class level at 15th level.
 * Cleansing Flame Benefit: When the priest removes a condition or detrimental effect from a target, she deals fire damage equal to her BCB in a 5-foot radius around that target; the priest is immune to this damage. This radius increases by 5 feet at 10th level, and every 10 levels thereafter.
 * Smolder Benefit: If the priest would take fire damage less than her fire Resist would prevent, she may choose to store that damage (any amount in excess of her Resist deals damage normally). If she does, as a reaction she may add that damage when she successfully makes a melee unarmed strike, natural weapon, or touch attack, or may deal that damage to a creature that successfully strikes her with those types of attack. She may only store one instance of damage at a time, and dealing this damage removes the stored amount.
 * Firewalker Benefit: As a part of movement, the priest may enter a space (even an occupied space) containing an open flame and exit from another space containing open flame that she can see within long range. She may bring other creatures with her in this movement (willing creatures must move with her as a readied action, unwilling creatures must be forcefully moved). The priest may travel up to 100 feet per class level in this way each day. She may divide this movement between multiple uses, using a minimum of 100 feet per activation of the ability. If she chooses to bring other creatures along with this movement, multiply the distance by the number of creatures (including the priest) to determine how much movement is used.  Special: If the priest possesses the See Through the Flames boon, she may treat an open flame that she shares vision with as a valid target for this ability.

Phoenix Blessing (Variant; Fire or Healing)

 * Variant Blessing Miracle: Burn Away: The priest may pray for fire to burn away any ailments. The priest may immolate herself or a touched creature for a number of rounds equal to her class level; this deals no damage. Immediately, and then each round at the start of the priest’s turn, the duration of all tier 1 conditions affecting the target is reduced by 1 round, plus an additional round for each 5 points of the priest’s CAM.  At 7th level, this also affects tier 2 conditions.  At 13th level, this also affects tier 3 conditions.
 * Variant Blessing Boons:
 * Rebirth Prerequisite: Priest 6  Benefit: As a standard action, the priest may target a willing creature at 0 or fewer hit points within medium range and incinerate it to ash, leaving nothing behind. This creates a burst of flame affecting all targets in a radius of 10 feet + 5 feet per 5 levels, and deals 1d6 fire damage per class level on a successful Reflex save attack; or half damage on a failed save attack. A pillar of flame remains in the target’s space for 1 round, dealing 1d6 fire damage per class level to any creature that enters the space. At the start of the target’s next turn it reappears in its original space (or the nearest available space it can occupy) at 1 hit point. At 8th level, the target reappears at half its maximum hit points. At 15th level, the target reappears at full hit points. The priest may use this ability once per day, plus an additional time at 8th level and every 4 levels thereafter. Both the priest and the target are immune to the damage from this ability.  Special: This replaces the Snatch From the Edge boon from the Healing blessing, or the Firewalker boon from the Fire blessing.

Healing Blessing

 * Blessing Benefit: Priests with the healing blessing gain the Cure spell as a bonus spell, even if they do not meet the prerequisites.
 * Blessing Miracle: Regrowth: The priest may cause allied creatures within 30 feet to heal rapidly for 1 minute. Affected creatures gain Fast Healing equal to the priest’s CAM (up to a maximum of her class level).  At 7th level, while this effect is active the Fatigued and Exhausted conditions are suppressed.  At 13th level, this miracle grants Regeneration, bypassed by magic, rather than Fast Healing.
 * Blessing Boons:
 * Empowered Healing Prerequisite: Priest 6  Benefit: Spells cast by the priest with the Healing keyword may be cast as if they were modified by the Empower Spell meta talent, even if the priest does not possess this talent or have it prepared. The priest need only spend 1 additional spell point to modify a spell in this way.
 * Healing Nova Prerequisites: Healing Burst miracle  Benefit: The priest’s Healing Burst miracle heals 1d6 hit points per class level, rather than 1d6 hit points at every odd class level.
 * Snatch from the Edge Benefit: The priest may apply healing to creatures that have died from hit point damage within 1 round. If the healing is enough to bring the creature’s hit points above its death threshold, the creature is instead treated as if it had been unconscious rather than dead, and it returns to life in the state appropriate for its current hit point total. If the priest also possesses the Life-Saving Cure spell talent, she may use that talent as normal up to 2 rounds from the creature’s death.
 * Superpowered Healing Prerequisite: Empowered Healing, Priest 10  Benefit: The priest does not need to spend any additional spell points to apply the Empower Spell meta talent to spells with the Healing keyword.
 * Undo Harm Prerequisites: Regrowth miracle  Benefit: As a reaction in response to a creature benefiting from the priest’s Regrowth miracle taking hit point damage, the priest may end the effect on that creature to reduce the damage by an amount equal to the Fast Healing amount multiplied by the number of rounds remaining on the duration (example: Fast Healing 3 with 6 rounds remaining would reduce the damage by up to 18 points). If the priest also possesses the Snatch from the Edge boon, she can instead choose to end the effect on a creature that has died within 1 round as a standard action to immediately heal the creature for that amount.

Medicine Blessing (Variant; Healing or Knowledge)

 * Variant Blessing Benefit: Priests with the medicine blessing gain ranks in the Medic skill equal to their class level.
 * Variant Blessing Boons:
 * Medical Miracle Benefit: As a full-round action that provokes attacks of opportunity, the priest may attempt a Medic skill check on a creature that has died within 1 minute. The DC of this check is equal to 10 + the creature’s current negative hit points. On a success, the creature gains a temporary negative level, the creature’s hit points are set to 1 point above their maximum negative hit points, and the creature is alive and stable but unconscious. The DC increases by 10 for each negative level, temporary or permanent, that the creature has. The creature must make a Fortitude save (using the same DC as was used to revive the creature) after 24 hours to remove the temporary negative level or it becomes a permanent negative level. If the creature receives long-term care (as described under the Medic skill), it gains a +5 bonus to this save after a long rest, or a +10 for a full day of rest.  Special: This boon replaces the Snatch from the Edge boon under the Healing Blessing.

Light Blessing

 * Blessing Benefit: Priests with the light blessing gain the Light Affinity universal magic talent.
 * Blessing Miracle: Refract: The priest may pray for her patron to weave the light to serve her needs. As a move action, the priest may project her vision forward up to 100 feet per class level. She may make a number of turns in the path of this vision equal to her CAM, gaining vision around the intervening spaces as if she had moved through them herself along this path, and may treat the chosen end point of this path as her current position for the purpose of determining her vision until the start of her next turn. She may end this effect as a free action, or may choose to maintain it on subsequent turns as a move action. If she maintains the effect, she may choose a new path and new endpoint. The priest treats herself as blinded for any movement, attacks, or attacks made against her while this effect is active unless she can see her physical location from the chosen endpoint.  At 7th level, while the effect is active the priest may choose to gain the Invisible condition and instead appear to others as if she were at the chosen endpoint.  At 13th level, she may treat the endpoint as if it were the origin point of any non-touch spells or effects she activates. She is not considered blinded for attack rolls made in this way.
 * Blessing Boons:
 * Mirage Benefit: Illusion keyword spells that the priest casts last an additional round after the duration expires (or concentration is not maintained). This stacks with other effects that increase the duration or allow the effect to persist beyond concentration.
 * Brightness Benefit: Spells or effects the priest creates which increase the light level increase the light level by an additional step.
 * Daylight Prerequisites: Priest 10  Benefit: Effects the priest creates which increase the light level count as natural sunlight.
 * Flash Benefit: Any creature which fails a save against, or takes damage from, one of the priest’s spells using Light Affinity as the base gains the Dazzled condition for 1 round. At level 8, the priest may apply the Blinding Light universal talent without spending an additional spell point.
 * Photosynthesis Benefit: When in an area of bright light, the priest regains 1 hit point per minute. At level 10, the priest instead gains Fast Healing 1.

Nature Blessing

 * Blessing Benefit: Priests with the nature blessing gain the Nature Affinity universal magic talent.
 * Blessing Miracle: Bramblechain: The priest may pray for the aid of the trees, bushes, and roots. The priest may choose an area within close range with a radius of 10 feet + 5 feet per 2 levels, and conjures a number of brambles within that area equal to her CAM. These brambles may be placed in any spaces in the radius, even sharing spaces with other creatures, and do not block movement but are treated as difficult terrain.  Brambles act on the priest’s turn, and may attempt a Grapple combat maneuver against a target within the radius (using her BCB as their CMB). Brambles may assist each other, adding a +2 bonus to the CMB check for each bramble assisting. Each turn the brambles may attempt to initiate or maintain a grapple (gaining the +5 circumstance bonus when maintaining as normal), and each may choose its own target (including assisting another bramble).  Upon successfully initiating a grapple, a bramble may pull the target into its space (or the space of any assisting bramble). When maintaining a grapple, the brambles may choose to either move the target into their space (or the space of an assisting bramble) or to deal 1d4 nonlethal damage plus an additional 1d4 per bramble assisting.  If a creature succeeds on a Grapple or Escape Artist check to break free (using the bramble’s CMB as its CMD, including any bonuses from assisting brambles) it breaks free of all assisting brambles as well. Brambles are immobile and cannot be moved without destroying them. Brambles have an AC of 10, 5 Hardness, and a number of hit points equal to the priest’s class level. A grappled creature may make a melee attack against any bramble involved in the grapple, even if it is not within the creature’s reach.  This miracle accelerates growth and animates plants within areas of dirt and marsh, but does not function in areas of sand or stone.  At 7th level, the brambles deal their damage to the grappled creature whenever a grapple is initiated or maintained. Additionally, when the brambles choose to move a target upon maintaining a grapple they may also attempt to knock the target prone (using the same CMB to make a Trip combat maneuver).  At 13th level, when the brambles maintain a grapple they may also attempt to pin and tie up a target. Once a bramble has successfully tied up a target any assisting brambles may disengage; only one bramble must remain grappling a target to maintain the tie-up. If no brambles are grappling the creature, the tie-up ends.
 * Blessing Boons:
 * Lithification Benefit: Plants and plant creatures created or controlled by the priest gain a class bonus to their hardness or natural armor equal to 1 + ¼ the priest’s class level.
 * Thorns Benefit: When a plant the priest has animated or a plant creature created or controlled by the priest deals damage, it deals an additional 1 bleed (or increases any bleed that it deals by 1). At 8th level, and every 6 levels thereafter, this increases by an additional 1.
 * Timber Benefit: As a standard action, the priest can command a tree within medium range to fall. This affects a line with a range equal to the height of the tree, and on a successful Reflex save attack deals 1d8 bludgeoning damage, plus an additional 1d8 per 10 feet from the tree’s base that a target is when it is struck. On an additional degree of success, targets are also knocked prone. Once the tree has fallen, the affected area is treated as difficult terrain. The priest may use this ability a number of times per day equal to her CAM.
 * Root Prerequisites: Priest 6  Benefit: As a move action, the priest may plant roots into the ground. The priest becomes immobile (reducing her speed to 0) but gains a +10 bonus to CMD against Trip and Reposition combat maneuvers. While rooted, the priest treats her BCB when casting Nature keyword spells by 1. At 12th level, this increases by an additional 1. The priest may remove her roots with another move action, ending the effect; if she is moved from her position by any means these benefits end.

Water Blessing

 * Blessing Benefit: Priests with the water blessing gain the Water Affinity universal magic talent.
 * Blessing Miracle: Flood: The priest may pray for waters to fill the area, creating a flood that washes away everything. A cylinder of water, with a radius of 5 feet per class level and a height of 10 feet per class level (a barrier such as a ceiling may limit this height), appears at a point within short range. Creatures and objects within the cylinder are subject to a Reflex save attack; on a success they are submerged, with an additional degree of success they gain the Disoriented condition for 1 round, and on a failure they are pushed to the nearest available space outside of the cylinder.  This effect lasts for 1 minute per class level, but the priest may choose to end it as a reaction. When the effect ends the cylinder collapses and the water rushes outwards to a radius equal to the height of the cylinder. Any creature that was submerged in the cylinder must succeed at a Athletics check to swim (DC 20 + 1 per 10 ft of the cylinder’s height) or be swept 30 feet towards the outer edge per degree of failure (but no further than the outer radius of the cylinder’s collapse). Creatures that were not submerged but were within the radius of the cylinder’s collapse are subject to a Reflex save attack, on a success the creature is swept up by the wave and must make a Athletic check to swim to avoid being moved. Creatures flying at less than half the height of the cylinder automatically fail their Reflex save; creatures with the Disoriented condition and objects that are not fastened down automatically fail both the Reflex save and the Athletics check (being moved the maximum distance). Any creature swimming above ground level within the cylinder when it collapses uses half the height of the cylinder to calculate falling damage on a failed Athletics check.  Water created by this miracle remains even after the duration has ended if it has nowhere to drain away to.  At 7th level, creatures enveloped by the cylinder gain the Disoriented condition for 1 round on a successful save attack, or for 1d4+1 rounds with an additional degree of success. Creatures swept away take 1d6 nonlethal damage per 10 feet they are moved by the cylinder’s collapse. Additionally, the range of this ability increases to medium.  At 13th level, creatures enveloped by the cylinder gain the Disoriented condition for 1 round on one degree of failure, 1d4+1 rounds on a success, and for 1 minute per additional degree of success. Creatures and objects swept away take an additional 1d6 water damage per 10 feet they are moved. Structures within range of the cylinder’s collapse take 1d12 bludgeoning damage per 10 feet of the cylinder’s height. Additionally, the range of this ability increases to long.  Keywords: Water
 * Blessing Boons:
 * Wave Crash Benefit: When the priest deals water damage, once per round she may spend a reaction to make a Reflex save attack against the target. On a success, the target is knocked prone. If water damage is dealt to multiple targets in the same action, the save attack may be made against each target as part of the same reaction.  Keywords: Water
 * Tidal Pull Benefit: When the priest deals water damage, once per round she may spend a reaction to make a Fortitude save attack against the target. On a success, the target is moved 5 feet, plus 5 feet per degree of success. If water damage is dealt to multiple targets in the same action, the save attack may be made against each target as part of the same reaction.  Keywords: Water
 * Drown Benefit: When the priest deals water damage, once per round she may spend a reaction to make a Will save attack against the target. On a success, the target may not breathe or speak for 1 round, plus 1 round per degree of success, unless the target has the ability to breathe underwater. If water damage is dealt to multiple targets in the same action, the save attack may be made against each target as part of the same reaction.  Keywords: Water
 * Part the Waves Benefit: The priest may choose to exclude herself and her space from any spell or effect she creates that uses the Water keyword. At 6th level she may expand this area to spaces within a 5-foot radius, increasing by an additional 5 feet for every 4 levels thereafter. She may choose whether to exclude any spaces and the radius of the excluded area when she creates the effect, and may choose to expand, shrink, or disable this exclusion as a reaction on her turn.
 * Water Strider Prerequisite: Priest 6  Benefit: The priest may walk across liquids as if they were solid ground. If she is swimming or submerged she must first rise to the surface before she can walk upon it. If the liquid would deal damage on contact (such as acid or magma) she still takes that damage unless she has appropriate resistance to the damage type. She and a number of creatures equal to her CAM may link hands to share this effect.

Wind Blessing

 * Blessing Benefit: Priests with the wind blessing gain the Wind Affinity universal magic talent.
 * Blessing Miracle: Windlash: The priest may pray for the winds to become her weapon. As a move action, the priest may conjure a lash in one hand; although this lash does not occupy her hand which may still be used for other purposes. The lash deals 1d8 plus her CAM wind damage on a successful attack, has the finesse and lightweight features and a reach of 10 feet, cannot be disarmed, and it may benefit from the enhancement bonus of a weapon or implement held in the same hand. The lash lasts for 1 minute. She may spend additional miracle uses as part of the same action to conjure more than one lash.  At 7th level, the lash’s damage increases to 2d8, its reach increases to 30 feet, and it gains the pushing and trip features.  At 13th level, the lash’s damage increases to 3d8, its reach increases to 50 feet, and it may benefit from any weapon special abilities on a weapon held in the same hand which could be applied to a whip.
 * Blessing Boons:
 * Draft Benefit: A helpful wind follows the priest in her movements. When the priest attempts an Acrobatics check to jump, she may add 1 foot per BCB to the height or distance of this jump. As an reaction, she may grant this bonus to another creature within short range or may treat herself as having a running start for any jump she attempts. Starting at 10th level, she may add this bonus distance to the land of fly speed of herself or another creature for 1 round as an reaction.
 * Breezeform Benefit: As an reaction, the priest may gain the Incorporeal condition and move to a point within close range (as if she had a fly speed with perfect maneuverability); at the end of this movement the Incorporeal condition ends. The priest may use this ability once per day, plus an additional time at 6th level and every 4 levels thereafter.
 * Air Pressure Benefit: Once per round as a reaction as part of making a weapon attack, she may also make a Reflex save attack against targets in a line of 10 ft + 5 ft per 5 class levels. On a success, she deals wind damage equal to her BCB, or half damage on a failed save attack. Starting at 8th level, when the priest fails a weapon attack roll by only one degree she deals wind damage equal to half her BCB.
 * Tailwind Prerequisites: Priest 6  Benefit: For the purposes of overland travel, the priest may treat her speed as 10 ft higher. The priest may travel for an additional hour each day before making checks to avoid fatigue from a forced march. She may share this effect with other creatures within close range, or may apply it to a single vehicle (such as a sailing ship) which she is a passenger of. At 12th level, this bonus increases by an additional 10.