Affiliations Part One
Thank you to Garryl who located all the online magical locations for me, links are in reply 29.
MMB Note: Need to connect this link again
Benefits are listed in order from lowest to highest rank.
I will attempt a colour code by type of organisation
Churches
DomainsOrganisations with linked Prestige Class(es) Organisations with linked Prestige Class(es) must be goodEnemy Specific
Air Domain (CC)
+1 on saves against Earth spells and effects and +1 AC against Earth creatures
1/day gain +5 foot to all your movement speeds for 1 min
fly for 10 rounds / day
1/day overland flightAnimal Domain (CC)
+2 on Handle Animal Checks
1/day grant an animal temporary hp equal to your level
+4 bonus on checks made to resist bull rush, trip, or overrun attacks
1/day cast a SNA spell you can cast as a swift action (to summon an animal only)
1/day bull's strength, bear's strength or cat's grace (chose a spell each day)The Anvil of Creation (church of Moradin CC)
+5ft to landspeed 1/day 1 min
+1 on saves against chaotic spells and effects
Ready a shield as a free action
+2 bonus on attack rolls and damage 1/day 1 min (bonus doubles against orcs, goblinoids and giants)
The Arcane Order (CAr)
Access to spellpool via prestige class
Possibly - wages for teaching (this one is vague)(These are not rigidly laid out specifics)Assembly of Balance (Church of Ehlonna CC)
+2 Knowledge(nature) relating to plants and animals only
Endure Elements 1/day
Grant an animal temporary hp
+1 on attack rolls against evil undead
+4 Survival to track, able to smite a creature you've tracked 1/day
The Blessed Bounty of Yondalla (CC)
(Yondalla)
+2 on diplomacy to avoid combat
+1 on saves against chaotic spells and efffects
+1 bonus on attack and damage rolls against enemies of larger size than you
1/day as an immediate action dodge bonus to AC = to 1/2 character level to yourself or an adjacent ally
(Dallah Thaun)
+2 on Bluff checks to feint in combat
+1 on caster level checks to overcome spell resistance
+1 on saves against lawful spells and effects
invisibility as a swift action 1/day 1 round/character level
The Brotherhood of Equals (Church of Obad Hai CC)
+1 Bonus to Air, Earth, Fire or Water spells or effects
+4 bonus on checks to resist bull rush, trip or overrun attacks
1/day cast a SNA spell that you can normally cast as a swift action
1/day as immediate action gain immunity to critical hits for 1 min
Cairn's Keepers (Aberration Hunters, Eberron, online)
50gp/character level in equipment
+2 circumstance bonus on Survival checks in Eldeen Reaches and Shadow Marches and +2 to Will saves against aberrations
anti-aberration magic weapon up to 10,000 gp and +2 to AC, attacks, and damage rolls against aberrations
anti-aberration magic item up to 30,000 gp and Protection from Evil 1/day as spell-like ability (caster level = character level)
Dispel magic 1/day as spell-like ability (caster level = character level) and Spell resistance 20 vs. aberrations (ex) and Leadership feat (base 15) Chaos Domain (CC)
+2 bonus on Diplomacy checks made to influence people oppressed by law
+1 bonus on saves against lawful spells and effects
+1 bonus on attack rolls against lawful enemies
1/day randomly redirect a spell targeting you.Death Domain (CC)
+2 bonus on Knowledge(religion) checks regarding undead
+2 bonus on turn/rebuke checks
(non evil) +1 bonus on saves against the spells and abilities of undead
(evil) 1/day grant an undead ally +1 on attack and damage rolls for 1 min
+1 CL for spells with the death descriptor
(non evil) 1/day as a full round action attempt a turn/rebuke check with a +4 bonus
(evil) if undead gain +4 to your turn resistanceDisciples of Legend (CC)
Scrolls/Potions at 75% price, extra favoured class (cleric, fighter, marshal, ranger, rogue, or wizard)
+1 circumstance to knowledge checks / hour in study maximums apply
1/year/5 levels gain benefits of Leadership for one endeavor
Permanent Bless for all other disciples of legend within 60 feet (not self) (su)Earth Domain (CC)
+1 on saves against air spells and effects, +1 AC against air creatures
+4 bonus on checks to resist bull rush, trip or overrun attempts
1/day gain a +2 to Str and Con 1 min as long as your feet touch the ground
10 rounds / day gain burrow speed 20The Eternal Library (Church of Boccob CC)
+2 bonus on 1 knowledge skill in which you have ranks
1/day 1/2 Character level bonus on 1 bluff / disguise / hide check
1/day identify a magic item with a successful spellcraft check
1/day counter a spell without readying an action or having the appropriate spell prepared as long as you can identify the cast spell
Evil Domain (CC)
+2 bonus on Intimidate checks against creatures whose ECL is lower than yours
+1 on saves against good spells and effects
+1 on attack rolls against good aligned creatures
1/day 1 round/character level, fear spell against good aligned creaturesFharlanghn's Way (CC)
+2 bonus on Sense Motive Checks
+2 bonus on checks made to resist grapple, trip or bull rush attempts
1/day gain a bonus = 1 / 3 character levels on a single saving throw
1/day become ethereal for 1 round / 3 character levels
Fingers of the Laughing Rogue (Church of Olidammara CC and online)
+2 bonus on Bluff checks to Feint in combat
+2 bonus on Perform and Tumble Checks
+1 bonus on saves against lawful spells and effects
+1 Caster level when casting illusion spells or spells from the trickery domain
1/day force an opponent to reroll an attack, check or save after you know the result of the roll
Fire Domain (CC)
+1 bonus on saves against water spells and effects, +1 AC against water creatures
+1 initiative
resistance 10 to fire, 2 mins/day (or increase existing resistance by 10, 2 mins/day)
1/day any weapon you wield does +1d6 fire damage 1 round/character levelThe Fist of Valor (Church of Heironeous CC)
+2 bonus on Diplomacy checks while enforcing the law
1/day ignore effects of difficult terrain on your movement for 1 round
+1 bonus on attack rolls against evil enemies
1/day any melee weapon you wield deals +1d6 electricity damage OR each damaging spell you cast deals +1d6 electricity damage, 1 round / character level
Guardians of the Green (CC)
+2 bonus on Survival checks in natural areas
+2 bonus on Hide and Move Silently in natural areas
1/day bonus = +1/3 levels on an attack or damage roll, when in natural area
1/day control plants or transport via plantsGood Domain (CC)
+2 bonus on Diplomacy checks to avoid combat
+1 bonus against evil spells and effects
+1 on attack rolls against evil enemies
1/day evil enemy within 5 feet, will save or unable to attack or cast a spell next turnHealing Domain (CC)
+2 bonus on Heal checks to stabilise dying creatures
+2 bonus on turning checks
+1 on saves against spells and abilities of undead
+1 to CL for healing spells
1/day cast a cure spell as a ranged touch attack Knowledge Domain (CC)
+2 bonus on a single Knowledge skill in which you have ranks
+2 insight on a single attack, save or check, 1/day
+1 CL for divinations
1/day negate a single ability (that you have identified with a Knowledge check) of an enemy 1 min, Fort save negatesLaw Domain (CC)
+2 bonus on Diplomacy (if good) or Intimidate (if evil) checks made while enforcing the Law
+1 on saves against chaotic spells and effects
+1 on attack rolls against chaotic enemies
1/day touch attack to compel a creature to tell the truth, 1 min, will negatesLuck Domain (CC)
+2 bonus on Knowledge checks to prepare for an upcoming challenge/adventure
+1 bonus on caster level checks to overcome spell resistance
1/day bonus equal to +1/3 character levels on a single saving throw
1/day force an opponent to reroll an attack, check or save, after you know the result of the rollMagic Domain (CC)
+2 bonus on UMD checks to emulate a class feature
+2 bonus on Spellcraft checks to identify a spell being cast
+1 on CL on a single type of magic (single arcane school, or divine)
1/day counter a spell without readying an action or having the appropriate spell prepared as long as you can identify the cast spell The Mighty Arms of Kord (CC)
+2 bonus on Intimidate checks
bonus = character level against fear effects
1/day bonus equal to Str modifier on a single Fort or Will save
1/day force an opponent to reroll an attack, check or save after you know the result.
Ordained Champions (CC)
living quarters, healing and training
+4 circumstance bonus on Gather Information and Knowledge Checks about enemies
+8 circumstance bonus on Gather Information and Knowledge Checks about enemies, weaponry and armour for 75% price
Gain Leadership for a single mission, skill bonus to +12 The Paragnostic Assembly (CC)
+1 bonus on one of Appraise, Decipher Script, a Knowledge, Psicraft, Spellcraft or Truespeak / hour spent researching max +5
+2 on Diplomacy with officials or members of certain churches
As 1st but max bonus is +10, -10% to cost and time of researching new spells
Able to take 10 on any Knowledge skillPelor's Shadow Guard (CC)
+2 on Intimidate against evil foes, +2 Bluff and Diplomacy with clerics and paladins of Heironeous and Pelor
Gain hirelings or servants
+1 Caster level for spells from Good, Healing, Law, Strength, Sun and War domains
1/day greater invisibility
Plant Domain (CC)
+2 bonus on Knowledge(nature) checks regarding plants
+2 bonus on saves against poison
+2 bonus on saves against mind effecting effects
No longer need to eat and drink
1/day immediate action, immune to crits for 1 minProtection Domain (CC)
+2 bonus on Sense Motive
+1 bonus on one of Fort, Ref, Will
Able to ready a shield as a free action
1/day immediate action dodge to AC = half character level to self or ally (usable after you know the result of the roll)The Ruby Temple (Church of Wee Jas CC)
+2 bonus on Knowledge(religion) checks regarding undead
+1 bonus on saves against death spells and effects
+1 CL for a school of magic (your choice)
1/day counter a spell without readying an action or having the appropriate spell prepared as long as you can identify the cast spell
Sanctified One of Kord (CC)
Living quarters, healing, training
+2 bonus on Strength Checks and Strength based skill checks
+2 on opposed checks to resolve grapple, trip and overrun attempts
1/day greater heroism (self only)Scales of Balance (Church of St Cuthbert CC)
+1 bonus on Climb and Jump checks
+1 bonus on saves against chaotic spells and effects
+1 CL when casting inflict spells or harm
1/day use a bludgeoning weapon to stun and daze a foe
Seekers of the Song (CAr)
+4 bonus on Knowledge and bardic knowledge checks if you spend a day researching
spells at a 2–5% discount (These are not rigidly laid out specifics)The Shining Light of Pelor (CC)
+2 bonus on Heal checks to stabilize a dying creature
+2 bonus on turning checks
+1 bonus on saves against evils spells and effects
1/day add your Str modifier as a bonus on a single saving throw
1/day fire shield (warm version only)
Strength Domain (CC)
+1 bonus on Climb and Jump
+2 bonus on Strength checks (not skill checks)
1/day add Str mod to a Fort or Will save
+1 to Strength permanentlySun Domain (CC)
+2 bonus on Knowledge(religion) checks regarding undead
1/day Endure Elements
1/day swift action, grant weapon flaming property 1 round/3 levels
1/day fire shieldThe Temple of True Aim (Church of Corellon Larethian CC)
+2 bonus on Sense Motive checks
1/day ignore armour check penalty on one skill check
+1 bonus on attack rolls against evil enemies
1/day gain double the bonus from combat expertise or power attack (if using a two handed weapon with power attack it 3 damage for each -1 on attack)
1/day add 1/2 character level to the save DC of a 3rd level or lower spell OR add it as bonus on a single attack roll and the corresponding damage
The Temple of the Twinkling Eye (Church of Garl Glittergold CC)
+2 on Diplomacy checks of avoid combat
+1 bonus on one type (Fort, Ref, Will) of saving throw
1/day make a single Bluff or Diplomacy check as a move action without penalty
1/day make a Bluff check against an enemy, if you succeed they think you are no longer a threat and are flatfooted against you in the next turn.
Travel Domain (CC)
+2 bonus on Knowledge(georgraphy)
+2 bonus on checks to resist grapples, trips or bullrushes
1/day clairaudience/clairvoyance
1/day swift action, automatically escape from grapple or bindings (su)Trickery Domain (CC)
+2 bonus on Bluff checks to feint in combat
1/day bonus= half level on one bluff, disguise or hide check
+1 Caster level for illusion or trickery domain spells
1 round / level / day gain invisibility swift action(su)War Domain (CC)
1/day ignore ACP on a skill check
1/day ignore difficult terrain for a round
1/day double normal bonus for Combat Expertise or Power Attack
Apply any feat that applies to a single weapon to all weapons of the same damage type in the same weapon classWater Domain (CC)
+2 bonus to Diplomacy checks to negotiate peace
+1 bonus on saves against fire spells and effects
1/day water breathing or water walking
Gain swim speed 20 feet or +20 feet to swim speed
The Wayfarers Union (CAr)
Contacts,
pay for teleportation services (These are not rigidly laid out specifics).