Scarred Lands Domains, Pathfinderized


Homebrew and House Rules

Dark Archive

1 person marked this as a favorite.

These are probably too good, but I'm loopy on cold medicine. Yeah, that's my excuse. I'm not a mad power-gaming fool or anything...

I removed the setting-specific spells, and swapped a few around (some of the Gateways spells seemed less appropriate, IMO).

**************************************

Domination Domain
Dieties: Chardun
Granted Powers: You can call upon the commanding visage of the Overlord himself to impose your will upon lesser men and beasts. You add Intimidate to your list of Cleric class skills.
Ruler’s Touch (Su): As a touch attack, you can dominate another for 1 round up to 3 times per day plus one additional time per day per point of your Wisdom modifier. The effect is similar to that of dominate person, and the subject will not attack you for the duration of the round of effect, but you must take a move action to instruct the subject to take another action. As the effect is based upon dominate person, not dominate monster, the ruler’s touch only affects humanoids.
Voice of Authority (Su): At 8th level, you can evoke the effects of a greater command spell as a standard action at your caster level. The effect can last as brief a time as a single round, and any rounds of duration remaining can be used later in the day, up to as many individual uses as you have rounds of duration.
Domain Spells: 1st – command, 2nd – hold person, 3rd – summon monster III, 4th – lesser geas, 5th – dominate person, 6th – geas/quest, 7th – mass hold person, 8th – binding, 9th – dominate monster.

Dream Domain
Dieties: Erias
Granted Powers: The mysteries of the sleeping mind and the realm of dreams have been revealed to you, giving you great insights into dream imagery, and the human psyche.
Waking Dreams (Su): You can use the message cantrip at will, and are able to craft a silent image within 30 ft. of your person occupying no more than a single 5 ft. square as a full round action as often as you desire. This image cannot leave the square in which you create it, and will last only so long as you concentrate upon its existence. You can however enter a trance-like state with a concentration check (DC 11) that allows you to sleep while maintaining a single static illusion of this sort. While awake, you can shape and manipulate the image, but while sleeping, the only movement possible is a repetitive predetermined motion, such as the dancing flames of a campfire.
Thief of Dreams (Su): At 8th level, you become able to touch another person and afflict them with a version of deep slumber that lasts 1 hour per Cleric level. If the target sleeps undisturbed for a full eight hours (or more), you are invigorated as if you had slept for eight hours, allowing you to go without sleep that night. You can use this ability 3+Wis mod times per day, but gain no additional benefit for multiple slumbering subjects, or for periods of time in excess of eight hours, as you cannot ‘save up’ stolen days of sleep for later use.
Domain Spells: 1st – sleep, 2nd – minor image, 3rd – modify memory, 4th – phantasmal killer, 5th – dream, 6th – nightmare, 7th – vision, 8th – maze, 9th – weird.

Fey Domain
Dieties: Syhana
Granted Powers: You can call upon the mysteries and mischief of the fey folk and gain knowledge (nature) as a Cleric class skill.
Visions of Grandeur (Su): As a full-round action, you can cause another creature within 30 ft. to become Dazed for one round, up to 3+Wis mod times / day. This ability does not function on creatures whose Hit Dice exceed your own.
Mocking Laughter (Su): At 6th level, you gain the ability to become invisible as by greater invisibility as a swift action for up to one round per Cleric level per day. These rounds do not need to be consecutive.
Domain Spells: 1st – charm person, 2nd – invisibility, 3rd – snare, 4th – confusion, 5th – baleful polymorph, 6th – veil, 7th – summon nature’s ally VII, 8th – irresistible dance, 9th – shapechange.

Gateways Domain
Dieties: Nemorga
Granted Powers: You have an affinity for door, gateways and portals, both those in this world and those that lead to other worlds entirely. This unique connection gives you a +2 bonus to Perception checks to locate concealed doors or portals and a +2 bonus to Disable Device checks to open a stuck or locked door or portal.
Master of Doors (Su): You can use the open/close cantrip as a free action on your turn up to once per round, at will, and 3+Wis modifier times per day, as a standard action, can halt any one creature within 30 ft. in place, forbidding it from moving for a single round. During that single round, both the creature affected and anyone it targets benefits from total cover (50% miss chance), as whatever force holds it in place also serves to protect it from harm (and others from its attacks as well).
Walker on the Old Ways (Su): At 8th level, you can move through up to 10 ft. of solid material as if there was a doorway present, similar to the effects of a passwall or phase door spell. You can perform this feat once per day per Cleric level, and can take a touched ally (or allies) with you, although each additional individual (not counting familiars) requires an additional use of the ability. You cannot use this ability to pass through any material that is more than 10 ft. thick, and the ability fails if attempted in this manner.
Domain Spells: 1st – hold portal, 2nd – knock, 3rd – glyph of warding, 4th – dimensional anchor, 5th – passwall, 6th – word of recall, 7th – plane shift, 8th – maze, 9th – imprisonment.

Judgment Domain
Dieties: Hedrada
Granted Powers: You can peer into the hearts of men, separate the righteous from the lawbreaker, and bring down the Lawmaker’s wrath upon the unrighteous.
Retributive Strike (Su): You gain an automatic attack of opportunity against anyone who strikes you in melee combat and successfully inflicts damage. This attack counts against your attacks of opportunity for the round, and you can only take advantage of these opportunities 3 times / day, plus one additional time per day for each point of your Wisdom modifier.
Smite Chaos (Su): At 4th level, you can smite chaos once per day, which functions identically to a Paladin’s smite evil, but affects chaotic creatures. Every three levels thereafter, you gain an additional use of this ability, to a maximum of six uses per day at 19th Cleric level.
Domain Spells: 1st – doom, 2nd – silence, 3rd – searing light, 4th – discern lies, 5th – true seeing, 6th – forbiddance, 7th – force cage, 8th – mind blank, 9th – imprisonment.

[Note: Judgement should be spelled with an 'e.' I don't give a crap what the dictionary or spellchecker says. Judgment just looks wrong!]

Rainbow Domain
Dieties: Syhana
Granted Powers: You can call upon the myriad properties of the rainbow, associated with brilliant colors, gentle spring rains and the revelation of secrets.
Dazzling Stream (Su): Three times a day (plus one additional time per day for each point of your Wisdom modifier) as a standard action, you can produce a dazzling multicolored light that will Blind a single target within 30 ft. for 1 round, and then leave him Dazzled for 3 rounds thereafter. Creatures with the light-sensitive or daylight vulnerability trait suffer twice the penalty if dazzled by the dazzling stream.
Rainbow Step (Su): At 6th level, you become able to surround yourself in whirling winds that transport you up to 60 ft. in any direction, and provide you with a 50% miss chance against projectile attacks during this jaunt. You can use this ability for up to one round per Cleric level, and these rounds do not need to be consecutive, although you will fall normally if you end your movement in midair. Movement does not need to be in a straight line, but there must be a clear path to your destination.
Domain Spells: 1st – color spray, 2nd – hypnotic pattern, 3rd – fly, 4th – rainbow pattern, 5th – find the path, 6th – control weather, 7th – prismatic spray, 8th – prismatic wall, 9th – prismatic sphere.

Entrancement - Use Charm
Shadow - Use Darkness

That leaves Constructs (almost entirely based on non-SRD spells, it can wait), Missionary (time to go bless Tiki), Secrets and Vengeance, which I might get around to later. Or not.

RPG Superstar 2010 Top 32

Set wrote:
Ruler’s Touch (Su): As a touch attack, you can dominate another for 1 round up to 3 times per day plus one additional time per day per point of your Wisdom modifier. The effect is similar to that of dominate person, and the subject will not attack you for the duration of the round of effect, but you must take a move action to instruct the subject to take another action. As the effect is based upon dominate person, not dominate monster, the ruler’s touch only affects humanoids.

None of the current level 1 domain powers are even close to how good this is. This is nearly a minute of mind control just for putting your hand on someone's shoulder, with no save allowed as written.

Even with a save, this is unreasonably powerful. It's arguably better than Repose's level 1 power, and Repose is a domain with really weak spells to offset its domain powers.

I'm not quite up to going through the other domains, but you've got a few too many "3 + wis times a day, prevent someone from acting in a round with no save." Those abilities are obnoxious to play with and easily abused.

Dark Archive

1 person marked this as a favorite.

Modified based on A Man in Black's feedback. (Thanks AMiB!) No more Dominate touch, and less 'lose your action' powers.

Changes in embiggened text;

Dieties: Chardun
Granted Powers: You can call upon the commanding visage of the Overlord himself to impose your will upon lesser men and beasts. You add Intimidate to your list of Cleric class skills.
Sovereign Word (Su): With a stern rebuke and imperious gesture, you can cow another target within 30 ft. for 1 round up to 3 times per day plus one additional time per day per point of your Wisdom modifier. The target is incapable of attacking you (or even performing an area of effect attack that would include you in its target area), and suffers the shaken condition for 3 rounds, so long as you remain within view. This ability is a language-dependent mind-affecting effect. If you attack or damage the affected creature, the effect is broken and the creature is no longer shaken, and can retaliate against you normally.
Voice of Authority (Su): At 8th level, you can evoke the effects of a greater command spell as a standard action at your caster level. The effect can last as brief a time as a single round, and any rounds of duration remaining can be used later in the day, up to as many individual uses as you have rounds of duration.
Domain Spells: 1st – command, 2nd – hold person, 3rd – summon monster III, 4th – lesser geas, 5th – dominate person, 6th – geas/quest, 7th – mass hold person, 8th – binding, 9th – dominate monster.

Dream Domain
Dieties: Erias
Granted Powers: The mysteries of the sleeping mind and the realm of dreams have been revealed to you, giving you great insights into dream imagery, and the human psyche.
Waking Dreams (Su): You can use the message cantrip at will, and are able to craft a silent image within 30 ft. of your person occupying no more than a single 5 ft. square as a full round action as often as you desire. This image cannot leave the square in which you create it, and will last only so long as you concentrate upon its existence. You can however enter a trance-like state with a concentration check (DC 11) that allows you to sleep while maintaining a single static illusion of this sort. While awake, you can shape and manipulate the image, but while sleeping, the only movement possible is a repetitive predetermined motion, such as the dancing flames of a campfire.
Thief of Dreams (Su): At 8th level, you become able to touch another person and afflict them with a version of deep slumber that lasts 1 hour per Cleric level. If the target sleeps undisturbed for a full eight hours (or more), you are invigorated as if you had slept for eight hours, allowing you to go without sleep that night. You can use this ability 3+Wis mod times per day, but gain no additional benefit for multiple slumbering subjects, or for periods of time in excess of eight hours, as you cannot ‘save up’ stolen days of sleep for later use.
Domain Spells: 1st – sleep, 2nd – minor image, 3rd – modify memory, 4th – phantasmal killer, 5th – dream, 6th – nightmare, 7th – vision, 8th – maze, 9th – weird.

Fey Domain
Dieties: Syhana
Granted Powers: You can call upon the mysteries and mischief of the fey folk and gain knowledge (nature) as a Cleric class skill.
Visions of Grandeur (Su): As a full-round action, you can cause another creature within 30 ft. to become confused for 1d4 rounds, up to 3+Wis mod times / day. This ability does not function on creatures whose Hit Dice exceed your Cleric level.
Mocking Laughter (Su): At 6th level, you gain the ability to become invisible as by greater invisibility as a swift action for up to one round per Cleric level per day, plus rounds equal to your Wisdom modifier. These rounds do not need to be consecutive.
Domain Spells: 1st – charm person, 2nd – invisibility, 3rd – snare, 4th – confusion, 5th – baleful polymorph, 6th – veil, 7th – summon nature’s ally VII, 8th – irresistible dance, 9th – shapechange.

Gateways Domain
Dieties: Nemorga
Granted Powers: You have an affinity for door, gateways and portals, both those in this world and those that lead to other worlds entirely. This unique connection gives you a +2 bonus to Perception checks to locate concealed doors or portals and a +2 bonus to Disable Device checks to open a stuck or locked door or portal.
Master of Doors (Su): You can use the open/close cantrip as a free action on your turn up to once per round, at will, and 3+Wis modifier times per day, as a standard action, can halt any one creature within 30 ft. in place, forbidding it from moving for a single round. During that single round, both the creature affected and anyone it targets benefits from total cover (50% miss chance), as whatever force holds it in place also serves to protect it from harm (and others from its attacks as well).
Walker on the Old Ways (Su): At 8th level, you can move through up to 10 ft. of solid material as if there was a doorway present, similar to the effects of a passwall or phase door spell. You can perform this feat once per day per Cleric level, and can take a touched ally (or allies) with you, although each additional individual (not counting familiars or other companion creatures benefitting from the share spells class ability) requires an additional use of the ability. You cannot use this ability to pass through any material that is more than 10 ft. thick, and the ability fails if attempted in this manner.
Domain Spells: 1st – hold portal, 2nd – knock, 3rd – glyph of warding, 4th – dimensional anchor, 5th – passwall, 6th – word of recall, 7th – plane shift, 8th – maze, 9th – imprisonment.

Judgment Domain
Dieties: Hedrada
Granted Powers: You can peer into the hearts of men, separate the righteous from the lawbreaker, and bring down the Lawmaker’s wrath upon the unrighteous.
Retributive Strike (Su): You gain an automatic attack of opportunity against anyone who strikes you in melee combat and successfully inflicts damage. This attack of opportunity benefits from a bonus to hit and damage equal to your Wisdom modifier and counts against your attacks of opportunity for the round. You can only take advantage of these opportunities 3 times / day, plus one additional time per day for each point of your Wisdom modifier.
Smite Chaos (Su): At 4th level, you can smite chaos once per day, which functions identically to a Paladin’s smite evil, but affects chaotic creatures. Every three levels thereafter, you gain an additional use of this ability, to a maximum of six uses per day at 19th Cleric level.
Domain Spells: 1st – doom, 2nd – silence, 3rd – searing light, 4th – discern lies, 5th – true seeing, 6th – forbiddance, 7th – force cage, 8th – mind blank, 9th – imprisonment.

Rainbow Domain
Dieties: Syhana
Granted Powers: You can call upon the myriad properties of the rainbow, associated with brilliant colors, gentle spring rains and the revelation of secrets.
Dazzling Stream (Su): Three times a day (plus one additional time per day for each point of your Wisdom modifier) as a standard action, you can produce a dazzling multicolored light that will Blind a single target within 30 ft. for 1 round, and then leave him Dazzled for 2 rounds thereafter. Creatures with the light-sensitive or daylight vulnerability trait suffer twice the penalty if dazzled by the dazzling stream.
Rainbow Step (Su): At 6th level, you become able to surround yourself in whirling winds that transport you up to 60 ft. in any direction, and provide you with a 50% miss chance against projectile attacks and attacks of opportunity during this jaunt. You can use this ability for up to one round per Cleric level, and these rounds do not need to be consecutive, although you will fall normally if you end your movement in midair. Movement does not need to be in a straight line, but there must be a clear path to your destination. This counts as a single move action, and you can also perform a standard action either at the beginning or end of this move (unless you possess the Spring Attack feat, in which case you can make a standard action anywhere along the path of movement).
Domain Spells: 1st – color spray, 2nd – hypnotic pattern, 3rd – fly, 4th – rainbow pattern, 5th – find the path, 6th – control weather, 7th – prismatic spray, 8th – prismatic wall, 9th – prismatic sphere.

Dark Archive

Scarred Lands Domains to do (or ignore); Entrancement (use Charm), Shadows (use Darkness), Missionary, Secrets, Vengeance and Constructs.

RPG Superstar 2010 Top 32

Quote:
Visions of Grandeur (Su): As a full-round action, you can cause another creature within 30 ft. to become confused for 1d4 rounds, up to 3+Wis mod times / day. This ability does not function on creatures whose Hit Dice exceed your own.

This should be cleric level, not your own hit dice.

Quote:
Sovereign Word (Su): With a stern rebuke and imperious gesture, you can cow another target within 30 ft. for 1 round up to 3 times per day plus one additional time per day per point of your Wisdom modifier. The target is incapable of attacking you (or even performing an area of effect attack that would include you in its target area), and suffers the shaken condition for 3 rounds, so long as you remain within view. This ability is a language-dependent mind-affecting effect. If you attack or damage the affected creature, the effect is broken and the creature is no longer shaken, and can retaliate against you normally.

This is still "You can't act" in too many situations, no save involved. It's the perfect tool for sneaking past enemies, for example, as long as you don't mind them knowing you just went by.

Dark Archive

1 person marked this as a favorite.

First draft Secrets Domain;

Secrets Domain
Dieties:Idra
Granted Powers: You are skilled in both keeping and ferreting out secrets, some of which may prove dangerous, if revealed. You add Bluff to your list of class skills and the message cantrip to your Cleric spell list as an orison.
Quiet Time (Su): Three times a day (plus one additional time per day for each point of your Wisdom modifier) as a standard action, you can command silence in a single individual within 30 ft., rendering them either unable to speak for 1 round, or unable to hear for 1 minute (but not both).
Keep My Secret (Su): At 6th level, you become able to touch another as a standard action and forbid them from speaking about (or otherwise communicating about, including writing about or drawing pictures of) a single object or individual. You can lift this restriction at any time, but otherwise a remove curse or break enchantment is required to allow the afflicted individual to speak of the forbidden topic. You can perform this action three times per day, plus one additional time per day for each point of your Wisdom modifier, but no person can be under more than one such restriction at a time. Once per day, as a standard action, you can perform a touch attack that makes a single target unable to *perceive* a single item or individual, but this effect lasts only 24 hours. The obscured object or individual is treated as having total concealment versus the individual that you have banned from perceiving it, and cannot see, hear, scent or otherwise perceive it, even with magical forms of detection or unusual abilities like tremorsense.
Domain Spells: 1st – detect secret doors, 2nd – invisibility, 3rd – clairauidience/clairvoyance, 4th – locate creature, 5th – prying eyes, 6th – veil, 7th – sequester, 8th – mind blank, 9th – weird.

This one was a beast to pick spells for. On the one hand, spells for keeping secrets (alarm, nondetection, mind blank), on the other hand spells for ferreting out secrets (detect thoughts, scrying, discern location), on the gripping spells that represent the dangerous and maddening forbidden secrets themselves (power words, phantasmal killer, weird, confusion) and all trying to avoid duplicating the lists from Darkness, Knowledge and Trickery.

Ugh. Fun, 'though!

Dark Archive

A Man In Black wrote:
Quote:
This ability does not function on creatures whose Hit Dice exceed your own.
This should be cleric level, not your own hit dice.

Good catch. Fixed that one.

A Man In Black wrote:
This is still "You can't act" in too many situations, no save involved. It's the perfect tool for sneaking past enemies, for example, as long as you don't mind them knowing you just went by.

I'm pretty comfortable with it at this level, compared to the effects of the Charm Domain. The individual can still move freely, attack your allies, call for the guards, stand in your way and block your path, etc. It's not nearly as useful as something that dazes or staggers a foe (and makes up for it by being usable at a range, unlike the Charm or Repose domain effects).

Thanks for the quick feedback, 'though!

Community / Forums / Pathfinder / Pathfinder First Edition / Homebrew and House Rules / Scarred Lands Domains, Pathfinderized All Messageboards

Want to post a reply? Sign in.
Recent threads in Homebrew and House Rules