Sinnin' For Subdomains: A Guide to the Subdomain Traits, and What They Can Offer You


Advice


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Hi Everyone! My name is Reduxist, and I just wrote a guide for some of the available Cleric subdomains that are only accessible through faith traits.

I would absolutely love for some feedback on the guide, especially since this is my first guide ever written.


This isn't so much a comment on the guide, but more of a question of how this guide is applicable in general.

For example, why do you need Faith traits to take these options? I thought Clerics could always take a sub-domain as long as the sub-domain option was synonymous with the original domain the sub-domain is from?

Granted, some deities only offer sub-domains (and as such a Cleric cannot select the regular domain in place of it), but it's still understood how that's the case, since that's specific to the deity being worshipped.


Darksol the Painbringer wrote:

This isn't so much a comment on the guide, but more of a question of how this guide is applicable in general.

For example, why do you need Faith traits to take these options? I thought Clerics could always take a sub-domain as long as the sub-domain option was synonymous with the original domain the sub-domain is from?

The books that introduced these subdomain options required that you take a faith trait. They aren't just new, standard ones available to anyone, they're weird/heretical/rare ones that only special people with weird backgrounds have access to.


@Plausible Psuedonym You beat me to the punch. You need the traits to legally possess the subdomain.


Minor correction on Education, a minute is 10 rounds, not 6.


LuniasM wrote:
Minor correction on Education, a minute is 10 rounds, not 6.

That's right: I got confused because a round is 6 seconds, not 10.

Sovereign Court RPG Superstar 2009 Top 32

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Perhaps you meant to use the word "verdict" instead of "consensus" :)

I think Legislation is pretty good at low level. Tell an enemy to not attack, and he's either doing nothing much for one round, or takes damage. Considering the damage is equivalent to that of many school/domain abilities requiring a to-hit roll, that's a pretty good deal.

It's worth noting that the Petrification's hardness ability is primarily for caster clerics - since if you're a melee cleric, you'll probably want to use full attacks as often as possible.


Kurald Galain wrote:

Perhaps you meant to use the word "verdict" instead of "consensus" :)

I think Legislation is pretty good at low level. Tell an enemy to not attack, and he's either doing nothing much for one round, or takes damage. Considering the damage is equivalent to that of many school/domain abilities requiring a to-hit roll, that's a pretty good deal.

It's worth noting that the Petrification's hardness ability is primarily for caster clerics - since if you're a melee cleric, you'll probably want to use full attacks as often as possible.

Duly noted. Added your two cents and thanked you in the edit log. Also, I was looking for that word when I wrote the guide, but couldn't remember it and rolled with "consensus". Thanks for that too!


I think you could maybe view these differently...

Do your ratings take into consideration that you have to spend a trait just to get access?

I remember when I first saw these 'new subdomains' published and my overwhelming thought was 'Meh'.... especially when you consider you have to spend a trait.


doc roc wrote:

I think you could maybe view these differently...

Do your ratings take into consideration that you have to spend a trait just to get access?

I remember when I first saw these 'new subdomains' published and my overwhelming thought was 'Meh'.... especially when you consider you have to spend a trait.

Yeah, they do. I understand that spending a trait is a valuable resource that can serve multiple purposes, and having a limit of two or three at character generation makes it a valuable resource that you don't want to squander.

However, I also understand that there are some traits that can be considered rather powerful, like Beast of the Society for Druids and Never Stop Shooting for Gunslingers. They are powerful, but specialized towards certain classes, and I believe the subdomain traits fit into that category as well.

I made an analysis of each trait and their strengths and weaknesses compared to each other for a reason: to help the reader make an educated choice for their character. These traits are an option that, while taking up a valuable resource, are varied enough to be worth considering.

Also, I didn't see any detailed conversations about the subdomains anywhere else, so why not take matters into my own hands and provide a foundation for discussion?

Grand Lodge

Thanks for doing this. It'd be helpful if you added the level of the replaced domain powers when you're discussing them. I'm often just interested in the level 1 powers.


Markov Spiked Chain wrote:
Thanks for doing this. It'd be helpful if you added the level of the replaced domain powers when you're discussing them. I'm often just interested in the level 1 powers.

Good idea. I'll update that into the guide soon.


In regards to the Alchemy Domain, two things.

One is that the Domain doesn't show up on the sidebar, instead it is under Acolyte of Apocrypha.
Two is you comment about the Craft (Alchemy) skill.
Neither the granted ability nor any of the spells require Alchemy and work just fine with your created potions or any potion.
Touch injection of a poison or potion with a immediate onset should have several useful options.
Extend or empower on a potion or elixir can always be useful, even at the cost of a spell.
And delayed effect for a potion as immediate effect seems powerful.

This domain seems to work just fine without any focus on Alchemy, though obviously having the skill would be thematic.

And thank you for this guide, this domains are something I had missed and I like several of them very much.


niel wrote:

In regards to the Alchemy Domain, two things.

One is that the Domain doesn't show up on the sidebar, instead it is under Acolyte of Apocrypha.
Two is you comment about the Craft (Alchemy) skill.
Neither the granted ability nor any of the spells require Alchemy and work just fine with your created potions or any potion.
Touch injection of a poison or potion with a immediate onset should have several useful options.
Extend or empower on a potion or elixir can always be useful, even at the cost of a spell.
And delayed effect for a potion as immediate effect seems powerful.

This domain seems to work just fine without any focus on Alchemy, though obviously having the skill would be thematic.

And thank you for this guide, this domains are something I had missed and I like several of them very much.

Fixed and credited. I should have read more into the effect rather than assuming that it actually required the skill. Thanks!

Sovereign Court

Great guide, but I'm confused why the Alchemy subdomain is called out as being separate. It's clearly in the same section as all the other subdomains that require teh Acolyte of Apocrypha trait. Or am I missing something here?


James Krolak wrote:
Great guide, but I'm confused why the Alchemy subdomain is called out as being separate. It's clearly in the same section as all the other subdomains that require teh Acolyte of Apocrypha trait. Or am I missing something here?

That's a good question, and frankly something I've been dying to answer myself. Admittedly, I only have access to the SRD sites and Archive of Nethys to go off of, so any clarification would help!


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Even though it's just a small part, I'm really happy that I helped inspire someone else's work and grateful that you mentioned me.

Makes me feel all warm and fuzzy where my heart used to be.

As for the guide itself, I had completely overlooked these Subdomains when they came out, and I'm very glad that you wrote this guide so that myself and others can get a better picture of how they measure up and how they could be used.

Cheers, and happy gaming.


How does one make the most of the lightning domain? Theologian lightning cleric?


A druid might be even better given they get more lightning-based spells. If your GM agrees that the trait overrides their subdomain lists, then a tempest druid or storm druid would be perfect in both theme and mechanics.

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