Curthew

James Ryan Hamm's page

4 posts. Alias of Jim Mount.


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Commerce Domain

Deity: Kol Korran.

Cleric Level Ability
1st Smell Money (Su): As a standard action, you can touch an item to automatically sense its monetary value. Additionally you can sense the monetary value of a subject's gear by making an Appraise check against a 15 DC. You normally must be able to see the subject. You can sense the gold piece value of the contents of an area within 20 feet by making an Appraise check with a DC of 20. If the subject or area is beyond a solid barrier or otherwise hidden, the Appraise DC is +10.
2nd Comprehend Languages (Sp): As the spell 1/day per two caster levels.
4th Zone of Truth (Sp): As the spell 1/day.
8th Tongues (Su): Once per day any willing subject gains the effect of the tongues spell for 1 minute per caster level. These rounds do not need to be consecutive.
12th Glibness (Sp): You can use glibness 3/day.
16th Secret Chest (Sp): You hide a chest on the Ethereal Plane for as long as sixty days and can retrieve it at will, as per the spell secret chest.
20th Polymorph Any Object (Sp): As the spell 1/day.

Deathless Domain
(Note: I have a house rule where rebuking undead in Pathfinder's Channel Energy causes an "awe" condition unless your cleric has more than twice the HD of the undead he's rebuking; only then are undead normally "awed" commanded instead. Also, I never liked the spirit steed bonus spell on the Deathless list. It seems this was done before it was decided that the Valenar's "Keepers of the Past" religion was different from the Aerenal's. Its a less straight up conversion than the one above, but here it is...)

Deity: The Undying Court.

Cleric Level Ability
1st Deathless Warder (Su): Deathless creatures are affected by Channel Energy in the opposite manner that undead are, i.e. if you turn undead you rebuke deathless, and if you rebuke undead you turn deathless. Once per day, you can perform a "greater rebuking" against deathless creatures in place of one of your channel energy attempts. The greater rebuking is like a normal rebuking except that the deathless creatures that would be awed are commanded instead.
2nd Detect Undead (Sp): As the spell 1/day per 2 caster levels you possess.
4th Consecrate (Sp): As the spell 1/day.
8th Call Deathless (Su): You can summon undying wizards and soldiers to aid you. With this ability you can summon a number of undying whose total Hit Dice do not exceed 1/2 your caster level. These deathless remain for a number of rounds equal to your caster level or until they are destroyed. Summoned undying expect to serve the cause of good, and will angrily vanish if they have reason to believe they have been disturbed for petty or selfish reasons. You cannot use this ability more than once in a 24 hour period.
12th Hallow (Sp): As the spell, 1/day.
16th Create Deathless (Sp): As the spell, once per day.
20th Create Greater Deathless (Sp): As the spell, once a day.

Decay Domain

Deity: The Keeper.

Cleric Level Ability
1st Touch of Putrescence (Su): Your touch causes decomposition in organic matter and weakens inorganic matter. You must succeed on a melee touch attack to affect a creature. If you touch a living creature including constructs with the living subtype, you deal 1d4 points of Constitution damage. If you touch an undead creature, an object, or a construct without the living construct subtype, you deal 2d6 points of damage +1 point per cleric level.
2nd Doom (Sp): As the spell 1/day per 2 caster levels you possess.
4th Ray of Enfeeblement (Sp): As the spell 1/day.
8th Swarm Aura (Su): Once per day, you may summon a swarm of flies to surround you. Any living creature (other than the caster) that attacks you with a melee weapon must succeed on a Fortitude save or be nauseated for 1 round. A nauseated creature must make another Fort save to avoid contracting Filth Fever. The swarm lasts 1 round per caster level but it can be dispersed - it possesses AC 18, 5 hp per caster level, and is only vulnerable to the same things that damage swarms (high winds, area effect spells and energy damage, brandished torches).
12th Enervation (Sp): As the spell 3/day.
16th Horrid Wilting (Sp): As the spell 1/day.
20th Energy Drain (Sp): As the spell 1/day.

Exorcism Domain

Deity: Church of the Silver Flame.

Cleric Level Ability
1st Exorcise (Su): You can force possessing spirits out of the bodies they inhabit. You channel energy, and if your turning damage is at least equal to half the possessing entity's hit points, you force it out of the body. If the spirit belongs to a spellcaster using magic jar, the spirit returns to the receptacle. If it is a ghost or a possessing fiend, it becomes ethereal and free-floating again. In any case, the spirit cannot attempt to possess the same victim again for 24 hours.
2nd Protection from Evil (Sp): As the spell 1/day per 2 caster levels you possess.
4th Magic Circle against Evil (Sp): As the spell 1/day.
8th Spectral Flenser (Su): You deal damage normally to incorporeal creatures, and your attacks likewise are treated as force effects that reach into the ethereal plane. You can activate this ability a number of rounds per day equal to your caster level, though they need not be consecutive.
12th Dismissal (Sp): As the spell 1/day.
16th Holy Word (Sp): As the spell 1/day.
20th Holy Aura (Sp): As the spell 1/day except with range of 50 ft around caster.

Feast Domain

Deity: Olladra.

Cleric Level Ability
1st Iron Stomach(Su): You have immunity to ingested poisons and to diseases spread by ingestion.
2nd Goodberry (Sp): As the spell 1/day per 2 caster levels you possess.
4th Create Food and Water (Sp): As the spell 1/day.
8th Aura of Detoxification (Su): You detoxify any sort of venom within 30 feet of you for a number of rounds per day equal to your caster level. These rounds need not be consecutive. Any poisons in the air, in food, or on weapons or traps within the radius of the aura, are neutralized. The aura does not reverse instantaneous effects, but any secondary effects to come are nullified. The venom of any creatures within the aura loses its potency while they remain within the aura and for 1d4 rounds after.
12th Secure Shelter (Sp): As the spell 1/day.
16th Heroes’ Feast: As the spell 1/day.
20th Feast of Champions: As the spell 1/day.

Life Domain

Deity: Arawai.

Cleric Level Ability
1st Touch of Life (Su): You can grant fast healing 1 (+1 per 1/2 caster level rounded down) to a creature you touch. The effects last 3 rounds. No one creature may benefit from this ability more than once every 24 hours.
2nd Hide From Undead (Sp): As the spell 1/day per 2 caster levels you possess.
4th Restoration, Lesser (Sp): As the spell 1/day.
8th Field of Life: You can emit a 30-ft. ward against death for a number of rounds per day equal to your caster level. These rounds do not need to be consecutive. Living creatures in this area are immune to death effects, energy drain, and effects that cause negative levels. This ward does not remove negative levels that a creature has already gained, but the negative levels have no effect while the creature is inside the warded area.
12th Animate Objects: As the spell 1/day.
16th Regenerate: As the spell 1/day.
20th Heal, Mass: As the spell 1/day.

Meditation Domain
(Note: I've kept Concentration in my games - sub Spellcraft for a straighter conversion to Pathfinder)

Deity: The Path of Light.

Cleric Level Ability
1st Mystic Insight (Su): By meditating for one full round and succeeding a Concentration check (provoking attacks of opportunity) you can cast one spell as though it had the Empower Spell feat applied to it (all variable, numeric effects of an empowered spell are increased by one-half). You cast the spell at its normal level. The Concentration DC is 15 + the spell level of the spell you are trying to Empower.
2nd Comprehend Languages (Sp): As the spell 1/day per 2 caster levels you possess.
4th Owl’s Wisdom (Sp): As the spell 1/day.
8th Ubiquitous Awareness (Su): You have a 360-degree sphere of sight, allowing you a perfect view of creatures that might otherwise flank you. Thus, flanking opponents gain no bonus on their attack rolls, and rogues are denied their sneak attack ability while flanking. Your Spot and Search checks gain a +4 enhancement bonus. Concurrently, you take a -4 penalty on saves against all gaze attacks during the power’s duration. This ability lasts for a number of rounds per day equal to your caster level. These rounds do not need to be consecutive.
12th Tongues (Sp): As the spell 3/day.
16th Mind Blank (Sp): As the spell 1/day.
20th Astral Projection: As the spell 1/day.

Necromancer Domain

Deity: The Blood of Vol.

Cleric Level Ability
1st Necrobolt (Su): You can make a ranged touch attack that does 1d4 points of cold damage. When struck, your foe must succeed a Fort save or be stunned for one round. The range is 30 feet.
2nd Ray of Enfeeblement (Sp): As the spell 1/day per 2 caster levels you possess.
4th Command Undead (Sp): As the spell 1/day.
8th Vampiric Shroud (Su): You emit a parasitic aura for a number of rounds per day equal to your caster level. These rounds need not be consecutive. Any foe who attacks you with a melee weapon takes 1d6 points of negative energy damage +1 per two caster levels you possess. Additionally, you receive an equal amount of hit points up to your normal maximum.
12th Enervation (Sp): As the spell 3/day.
16th Control Undead (Sp): As the spell 1/day.
20th Energy Drain (Sp): As the spell 1/day.

Passion Domain

Deity: The Fury.

Cleric Level Ability
1st Reckless Abandon (Su): For a total time per day of 1 round per cleric level, as a free action you can act as if under the effect of the rage spell.
2nd Cause Fear (Sp): As the spell 1/day per 2 caster levels you possess.
4th Hideous Laughter (Sp): As the spell 1/day.
8th Aura of Passion (Su): You can emit a 30-ft. aura of passion for a number of rounds per day equal to your caster level. These rounds do not need to be consecutive. Allies within the aura receive a +2 bonus to Will saves and 1d8 temporary hit points, but receive a -1 AC. Leaving the radius of the aura and returning does not bestow additional temporary hit points.
12th Crushing Despair (Sp): As the spell 3/day.
16th Song of Discord (Sp): As the spell 1/day.
20th Irresistible Dance: As the spell 1/day. 30 foot ranged touch attack.

Shadow Domain

Deity: The Shadow. Same as Pathfinder's Darkness domain, but sub shades for imprisonment at level 20.


I like the idea of at will orisons and cantrips, but I'm a little skeptical about a few of them. I know cure minor was axed, but the spells create water, purify food and drink, resistance, and virtue also don't seem like they should be unlimited. With unlimited create water and purify, you've pretty much just ended drought and disease in the campaign world. With resistance and virtue, you might as well just say that everyone in the party has +1 hp and +1 to save all the time, and that the casters are poking them constantly to make sure of it.


Phantasm wrote:
good to hear the CMB isnt going anywhere, i like the mechanic and does speed up things a bit. though i do wonder if perhaps a base of 15 is a bit high, gonna take some more playtesting with my group to figure that one out. got a player who designed his monk to be a grappler, who holds the enemies while the rest of the group beats the guy he's holding :p

That right there is an amazingly effective tactic. In the last campaign I ran, my players had the same racket going. At 3rd level they managed to lay the smacketh down on a young topaz dragon who clocked in at +4 CR.


Isn't there one in the Lair of the Laborers in the Whispering Cairn? I seem to recall its plugged up and lousy with lacedon.