As any acolyte knows, the first divine skill taught to neophytes is the channeling of raw positive or negative energy through a properly prepared holy symbol. Most students talented enough to cast spells have trained in this ability to the point where it can drive away and even destroy undead — or when reversed, control them. Yet, not all such individuals learn to turn the undead. Some focus this divine energy to excel in their own area of expertise while others eschew the ability entirely in favour of more mundane skills. Such individuals embrace this difference, identifying themselves not simply as clerics, but with titles that reflect their specialties, such as warrior priests, theologians or cultists.
You are secretly a worshipper of a dark god, plotting foul intrigues with others of your secretive cult.
Level: 1st.
Replaces: Turn or rebuke undead.
Benefit: You gain a +2 bonus on Bluff checks. As long as you carry your holy symbol, you are immune to magical attempts to uncover falsehoods, such as discern lies, zone of truth and similar effects.
You travel far and wide, making showy public sermons and seeking converts to your religion.
Level: 1st.
Replaces: Turn or rebuke undead.
Benefit: You gain a +2 bonus on Diplomacy checks. An innate talent for magic grants you the following spell-like ability as a 1st-level caster: 2/day - comprehend languages. At 7th level, you gain the following spell-like ability as a 7th-level caster: 1/day - tongues.
You are willing to die in the name of your deity, but you’re even quicker to kill in his name.
Level: 1st.
Replaces: Turn or rebuke undead.
Benefit: You gain a +2 bonus on Intimidate checks. An innate talent for magic grants you the following spell-like ability as a 1st-level caster: 1/day - true strike.
You care most about curing the sick and injured, no matter whom they serve or what the circumstance.
Level: 1st.
Replaces: Turn or rebuke undead.
Benefit: You gain a +2 bonus on Heal checks. Whenever you cast a conjuration (healing) spell on a creature other than yourself, you gain a +2 sacred bonus to Armour Class and a +2 sacred bonus on Concentration checks to cast defensively until the end of your next turn.
The cleric of a deity of honour, justice or truth, you seek to take prisoners alive for interrogation and fair punishment.
Level: 1st.
Replaces: Turn or rebuke undead.
Benefit: You gain a +2 bonus on Sense Motive checks. Whenever you deal enough damage to reduce a creature to negative hit points, the creature automatically and immediately stabilizes.
Deities operate beyond the understanding of most men. So do you.
Level: 1st.
Replaces: Turn or rebuke undead.
Benefit: You gain an extra spell one level lower than the highest level spell you can currently cast. This extra spell is always one level lower than the highest-level spell you can cast, so when you gain the ability to cast a higher-level spell the level of the spell slot gained through this ability also increases.
Your church tasks you to hunt down and reclaim holy — or perhaps unholy — relics.
Level: 1st.
Replaces: Turn or rebuke undead.
Benefit: You gain a bonus on Reflex saves made to avoid traps equal to 1 + your Wisdom modifier (minimum +1). Additionally, Knowledge (Dungeoneering) and Search are always considered class skills for you.
The keeper of ancient truths and lores, you frequently study the antiquarian writings of your faith.
Level: 1st.
Replaces: Turn or rebuke undead.
Benefit: You gain a +2 bonus on Knowledge (Religion) checks. In addition, once per day, you may reroll a Knowledge check. You must take the second roll, even if it isn’t as good as the original.
After a career of scribing sacred doctrine and composing prayers, writing religious texts is second nature to you.
Level: 1st.
Replaces: Turn or rebuke undead.
Benefit: You gain Scribe Scroll as a bonus feat. In addition, the experience point cost to scribe a scroll is reduced by 25%, to a minimum of 1 XP.
You are the wise elder and healer of a of a wilderness-dwelling tribe.
Level: 1st.
Replaces: Turn or rebuke undead and literacy (you are illiterate).
Benefit: You gain an animal companion as a druid of half your cleric level. Half your cleric levels stack with levels of any other classes entitled to an animal companion (such as the druid and ranger) for the purpose of determining your companion’s abilities and the alternative lists available to you.
You are a wise and respected philosopher, frequently meditating to comprehend the nature of the divine.
Level: 1st.
Replaces: Turn or rebuke undead.
Benefit: You gain a +2 bonus on Knowledge (Religion) checks. As long as you conspicuously wear or carry your deity’s holy symbol you gain a +2 bonus on saving throws made to resist divine spells, as well as the spells and spell-like abilities of outsiders.
Never staying in one plate for long, you travel the world on an endless religious quest, following the subtle signs and portents your deity leaves you.
Level: 1st.
Replaces: Turn or rebuke undead.
Benefit: Knowledge (Geography), Knowledge (Local), Speak Language and Survival are class skills for you. You gain Endurance as a bonus feat at 1st level.
As much a soldier as a member of the clergy, you fight to protect your church, your fellow worshippers and your ideals.
Level: 1st.
Replaces: Turn or rebuke undead.
Benefit: Once per day, you may cast a quickened version of a spell you have prepared (that wasn’t prepared as a quickened spell) targeting your weapon, shield or armour . The spell’s level does not increase because of this ability.
You have devoted yourself to the mastery of your deity’s favoured weapon.
Level: 1st.
Replaces: Turn or rebuke undead.
Benefit: You gain a +2 bonus on Craft (Weaponsmith). As long as you wield your deity’s favoured weapon you no longer need a free hand in order to cast spells. Essentially, you substitute movements of your weapon for the somatic components of spells.
Source: Dragon Magazine #353 (Page 88)