- Birthmark: This birthmark can serve you as a divine focus for casting spells, and as a physical manifestation of your faith, and it increases your devotion to your god. You gain a +2 trait bonus on all saving throws against charm and compulsion effects.
- Caretaker: You gain a +1 trait bonus on Heal checks, and Heal is always a class skill for you.
- Child of the Temple: You gain a +1 trait bonus on Knowledge (nobility) and Knowledge (religion) checks, and one of these skills (your choice) is always a class skill for you.
- Defy Madness: You gain a +1 trait bonus on any saving throws against confusion, insanity, madness, and Wisdom damage and drain.
- Devotee of the Green: You gain a +1 trait bonus on Knowledge (geography) and Knowledge (nature) checks, and one of these skills (your choice) is always a class skill for you.
- Ease of Faith: You gain a +1 bonus on Diplomacy checks, and Diplomacy is always a class skill for you.
- Exalted of the Society (Cleric, Society): You may channel energy 1 additional time per day.
- Faithful Feedback: Whenever you cast a spell belonging to the healing subschool on someone of your religion, increase the hit points healed by +1.
History of Heresy: As long as you do not possess any levels in a class that grants divine spellcasting power, you gain a +1 trait bonus on all saving throws against divine spells.
- Indomitable Faith: You gain a +1 trait bonus on Will saves.
- Necrotic Aura: You gain a +1 trait bonus on saving throws against spells from the necromancy school or any effect that deals negative energy damage.
- Sacred Conduit: Whenever you channel energy, you gain a +1 trait bonus to the save DC of your channeled energy.
- Sacred Touch: As a standard action, you may automatically stabilize a dying creature merely by touching it.
- Scholar of the Great Beyond: You gain a +1 trait bonus on Knowledge (history) and Knowledge (planes) checks, and one of these skills (your choice) is always a class skill for you.
- Stalwart of the Society (Paladin, Society): Your aura of courage class ability grants an additional +1 trait bonus on saving throws against fear effects.
- Unnatural Presence: You can use your Intimidate skill to demoralize animals and vermin; Intimidate is a class skill for you.