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Fury Domain
Prerequisites: non-lawful alignment, possessing or able to emit an aura
Blood Fury (Ex): You can designate a specific creature or object as the target of your fury. You gain a +2 bonus on attack rolls against the designated creature or object and deal an extra 2 points of damage with each successful strike upon it. These bonuses persist until you select a new target for your Blood Fury. You can do so a number of times per day equal to 3 + your Wisdom modifier.
Divine Fury (Sp): At 8th level, as a Swift action, you gain a bonus of 1, +1 per 5 class levels, to Strength, Dexterity, Constitution, BAB and damage, and gain a Damage Reduction of twice this amount. While in his fury, you cannot use skills or abilities that require concentration, such as knowledge skills or casting spells. You can use any feat except for Expertise, item creation feats, metamagic feats, and Skill focus (if it's tied to a skill that requires concentration). This effect lasts for 1 round per point of Wisdom modifier and may be used a number of times per day equal to 3+your Wisdom modifier.
At the end of a Divine Fury, the character becomes flat-footed. A flat-footed character loses all Dexterity bonus to AC and Combat Maneuver Defense, if any, and cannot make attacks of opportunity unless he also has the Combat Reflexes feat or Uncanny Dodge class ability. This condition persists for 1 round per 2 points of Wisdom modifier, rounded up.
Fury Domain Spells
1. True Strike
2. Bull’s Strength
3. Rage
4. Shout
5. Righteous Might
6. Song of Discord
7. Transformation
8. Shout, Greater
9. Storm of Vengeance

I have homebrewed two possible versions of a Creation domain for Pathfinder Clerics. Feedback appreciated, including anything that is completely different..
Thanks.
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Creation Domain Version 1
You have developed a powerful connection to the forces of creation itself. Cast conjuration (creation) spells at +1 caster level.
Granted Powers
Craftmaster (Ex): Your expertise at creation grants you a +2 bonus to all Crafting checks, including Spellcraft. This bonus increases by an additional +1 for every 6 levels you possess.
Divine Creator (Ex): Beginning at 8th level, you gain a Bonus Feat from the list of Item Creation Feats. You must meet any prerequisites for the chosen feat. You receive another bonus feat from the list of Item Creation Feats for every 4 levels after 8th level (12, 16, and 20) for a total of 4 Bonus Feats.
Creation Domain Spells
1 Mage Armor
2 Fog Cloud
3 Phantom Steed
4 Solid Fog
5 Wall of Stone
6 Walk Through Space
7 Mage's Magnificent Mansion
8 True Creation
9 Genesis
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Creation Domain Version 2
You have developed a powerful connection to the forces of creation itself. Cast conjuration (creation) spells at +1 caster level.
Granted Powers
Craftmaster (Ex): Your expertise at creation grants you a +2 bonus to all Crafting checks, including Spellcraft. This bonus increases by an additional +1 for every 6 levels you possess.
Divine Creator (Ex): Beginning at 6th level, you gain a Bonus Feat from the list of Item Creation Feats. You must meet any prerequisites for the chosen feat. You receive another bonus feat from the list of Item Creation Feats for every 6 levels after 6th level (12th, 18th) for a total of 3 Bonus Feats.
Creation Domain Spells
1 Mage Armor
2 Fog Cloud
3 Phantom Steed
4 Solid Fog
5 Wall of Stone
6 Walk Through Space
7 Mage's Magnificent Mansion
8 True Creation
9 Genesis
Ahh, but the big noble in this case is not aware of the child. It was the result of an affair, and the mother and the nobleman she was married to are both now dead (well, sort of..). The big noble thinks the child was her husband's, and also thinks it died in childbirth anyway.
The rub comes from the fact that this noble has gone out of his way to convince everyone that he is not a vampire, even to the extreme of silencing certain people. This child is a Dhamphir, something that supposedly can only happen with a human and a vampire. The child was abandoned at birth, something that was never revealed to the big noble. Everyone knows the mother wasn't a vampire. Sooo... If this child is exposed as the progeny of this particular noble, there is sure to be trouble.
Yes, Commune would work I suppose. Although it is a 5th level spell (requiring a 9th level Cleric, 10th level Oracle or a 13th level Inquisitor) and would likely be available only to the more important nobility. The adventuring party would eventually have a cleric capable of doing it, but who will believe that cleric over the local lord and his people?
I can see lots of intrigue developing over this one...
Thanks!
Is there any way in the rules to establish the ancestry or parentage of a character? Considering the medieval type of setting, this would seem to be important to keep the "royal lines" free of controversy. Of course, there could always be challenges anyway.
In our hypothetical situation, a character "might" be related to a local noble. The noble would not want something like that found out (he has his reasons) and his detractors would shout with joy if they could prove this connection.
BTW, Blood Biography does not do it.
Thank you.
Find all the materials for the Tears of Blood campaign HERE
Minor tweaks and fiddling continue with the Tears of Blood campaign material, much of which is the result of ongoing playtesting. If you haven't checked out the materials lately, grab the latest versions of each at the home page: Tears of Blood Campaign Setting
The description of Dastana in the Tears of Blood Campaign Setting has been changed to the following:
Dastana (Bracers) - This pair of metal bracers can be worn in addition to Gambeson, Leather, or Brigandine chain armor to provide an additional armor bonus that stacks with both the foundation armor and any shield worn. You need the armor proficiency (light) feat to wear Dastana without penalty. If no shield is worn, its bonus counts as a shield bonus and Dastana can be used as if they were a shield for purposes of feats, spells. Etc.
Minor Updates:
Both the Tears of Blood Campaign Setting and the Organizations in the World of Ursoule have received minor edits.
The description of the Feldarin race at the bottom of page 12 of the Campaign Setting was altered slightly, and in the section on "The Modern Empire and the Feldarin Orthodox Church" beginning on page 193 now has the title listed for who would be in charge of each Feldarin zone. Sorry, titles only, no names.
The Organizations supplement had gotten out of sequence on its pages. The Table of Contents should now be correct.
Get the newst files always at the Tears of Blood Home Page.
If you haven't downloaded a copy of the campaign metarials recently, grab them and check them out!
Feedback is always welcome.
Editing continues on the Tears of Blood Campaign Setting. Newly added is the Tears of Magic - New Spells in Tears of Blood, 50+ pages of new spells.
Enjoy.
Tears of Blood Homepage
Several small updates have been made to the Campaign Setting. Mostly for continuity and to add some flavor text.
Enjoy!

The Tears of Blood Campaign Setting
Tears of Blood Homepage
Save your tears, my fetid friends, the dead have Wept enough!
A homebrew campaign setting based on material originally appearing in the Tears of Blood forums on the Giant in The Playground website between 2004 and 2009, as well as additional new material. Updated for use with the Pathfinder Roleplaying Game.
Tears of Blood is designed to be a high-fantasy, gritty, and dangerous place. It is a world in which magic is common but suspect, and not accepted by all, for both the Divine and the Arcane proved useless against a devastating and unnatural plague. Called The Weeping, it left damaged or shattered civilizations in its wake and twisted wrecks of some of its survivors.
There is a new religion of Five Gods, there are new races (and retooling of existing ones), and of course new enemies. The core races are here, but slightly altered.
Humans have new cultures and religions, Dwarves are organized into mercenary Clans, and instead of Half-elves we have the Feldarin, once the Imperial Overlords of the continent, now reduced to a fraction of their former power.
Elves were spawned from the Feldarin by a bargain made with a malevolent being with devastating consequences. Halflings are the Lords of the Seas, Gnomes ride great mechanical vessels and populate the realms both far beneath and high above the surface, and "Orrks" are deeply religious jungle dwellers with a penchant for sacrificial offerings.
New in this setting are the reflective Giantkin, the twisted Plaguetouched and the unnatural Fleshwrought.
Check us out at Tears of Blood online!
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