Cleric - Domain Analysis and Suggestions


Classes: Cleric, Druid, and Paladin

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Dark Archive

Another one ...

I heard Jason about trying to make all the powers an action, rather than a passive effect, if possible, to grant the cleric options. It's hard coming up with effects that are equal in power, good choices for actions, and fit the theme of the domain ...

PROTECTION

1st – Resistant Touch (Su): good as written.

8th – Aura of Protection (Su): If any ally within 30 feet takes damage, you may choose to take their damage in their stead. As well, you gain an additional number of hit points equal to your caster level.

20th – Abjurant Mantle (Su): You gain resistance to damage from all energy types (fire, acid, electricity, sonic, cold, etc) equal to your caster level, and grant that resistance to all allies within 30 feet.

Dark Archive

WAR

1st - Soul of War (Su): You gain a +1 bonus to hit wielding your deity’s favored weapon, plus an additional +1 for every 5 levels in cleric you have (maximum +5 at 20th level).

8th – Battle Master (Su): You gain the use of a bonus combat feat. This feat can be changed each time you pray for spells. You must meet the prerequisites for this feat. You may transfer this feat to another target 1/day for a duration of 1 round per caster level.

20th – Master Tactician (Su): For all allies within 60 feet who can hear your voice, you automatically grant the effect of aiding them in combat. Each round, you may declare whether this grants them a +2 to Armor Class, or +2 to attack rolls. As well, you may take 10 with all attack rolls, at any time.


I really like the Touch of Chaos power - but that may just be because the it makes Monk worthwhile at higher levels. (Monk 11/Cleric 3/Sacred Fist 6 in not quite that order, Domains Chaos and Madness - yeah, you have an alignment change if Monks are required to be Lawful, but that's ok as far as I'm concerned and could be great fun to roleplay - talk with your DM about a 'descent into madness' beforehand) Remember that Touch attacks are (1) attack actions and (2) can be discharged during an unarmed strike.

Make sure you have Stunning Fist and Medusa's Wrath
First attack - Touch of Chaos
Second attack - drop the stun on him - now on worst of 2 d20 rolls
Phase 3 is profit.

(You can add the madness touch attack to penalize his saves in at 2nd and drop the stun on the third attack if you really want to).

IIRC, at 20th level you're casting as a cleric 8, dealing damage as a level 17 monk (which can be improved with a monk's robe if its relevant), and have a really good stun routine into Medusa's Wrath. That's actually viable as a level 20 meleer.

Scarab Sages Contributor, RPG Superstar 2008 Top 4, Legendary Games

I realize that this suggestion completely fails the test of "active ability" or "ability that lets the cleric DO something" but I'll throw it out anyway.

If we revise the cleric class to grant only light and medium armor proficiency, the War domain's 1st level power could be to grant Heavy Armor proficiency. Thus, any militant clerics with this domain still can go heavy just like always.

Heck, just add this on to the Battle Smite; it's not like BS is such a killer ability that this would overdo things.

Dark Archive

Again, another domain. I can't think of an agressive option at 1st level (although I gave them an action option at 8th). The domain overall is weaker than I think it should be, but I'm open to ideas...

PLANT

1st - Heart of the Forest (Su): You gain a +4 on Knowledge (nature) checks, and you gain a further +1 bonus to your natural armor, which increases by a further +1 for every 5 levels in cleric, to a maximum of +5 at 20th level.

8th Plant Empathy (Su): You gain the ability to make nonverbal communication with plants, as the druid class ability wild empathy.

20th Wooden Ward (Su): You gain the light fortification ability, granting 25% chance to ignore sneak attacks and critical hits.

Dark Archive

I'm really happy with this domain ... it's got action options, balanced powers that are attractive but balanced, and a fair capstone ability.

STRENGTH

1st – Strength Surge (Su): As a standard action, you or a creature you touch gains great strength. For 1 round per caster level, you grant an enhancement bonus to Strength equal to one-half your caster level (minimum +1).

(NOTE: PF Strength Surge doesn’t have much economy of action – you touch an ally, not yourself, and grant them a +1 to +10 on an attack or Strength roll 1/day, and the window is only 3 rounds – by third level, if I were a cleric, I’d take Bull’s Strength as a spell as a more reliable effect).

8th – Godly Might (Su): You gain an enhancement bonus to your Strength equal to one-quarter your caster level. You may transfer this enhancement to a touched creature 1/day for a duration of 1 round per caster level.

20th – Irresistible Grip (Su): You gain a +10 to Combat Maneuvers, and Strength checks.

Dark Archive

Another decent domain option at all levels ...

REPOSE

1st Touch of Rest (Su): You can use gentle repose as a spell-like ability at will. Undead creatures touched by you are slowed for a number of rounds equal to your Charisma modifier.

8th – Ward Against Death (Su): You are immune to death effects, energy drain, and effects that cause negative levels. You can transfer this ability to another person once per day for a duration of 1 round per caster level.

20th – Death’s Enemy (Su): You can touch a single creature and bring it back from the dead as raise dead at will, or touch a single undead creature and cause damage equal to 1d6 per caster level.

Dark Archive

ANIMAL

1st Animal Friend (Su): You gain a +2 bonus to Handle Animal and Ride checks. As well, as a standard action you can summon one animal to aid you as per summon nature’s ally I. The creature remains until you dismiss it, and you can never have more than one such creature in your service at one time. Once the creature dies or is dismissed, you must wait 1 hour before summoning antoher. At 4th level, and every 4 levels after, you may summon a more powerful companion, increasing the summon nature’s ally spell by 1 (II at 4th level, III at at 8th, IV at 12th, IV at 16th, and V at 20th)

(NOTE – I agree that this power scales poorly over the life of the cleric. I would suggest that it perhaps scale as SNA2 at 4th level, SNA3 at 8th, SNA4 at 12th, SNA5 at 16th, and SNA6 at 20th).

8th Animal Form (Su): You can assume the form of any animal you can summon using your Animal Friend ability for a number of rounds per day equal to twice your caster level. These rounds do not need to be consecutive. This ability otherwise functions as beast shape III.

(NOTES: Again, 1 round per level is pretty slim. If it’s 2 rounds per level, and I would suggest this for any 8th level power, it’s guaranteed to last a single combat – at 20th level it will last a staggering 4 minutes).

20th Greater Animal Form (Su): Your animal form ability now lasts indefinitely.

Dark Archive

Archade wrote:

Again, another domain. I can't think of an agressive option at 1st level (although I gave them an action option at 8th). The domain overall is weaker than I think it should be, but I'm open to ideas...

PLANT

1st - Heart of the Forest (Su): You gain a +4 on Knowledge (nature) checks, and you gain a further +1 bonus to your natural armor, which increases by a further +1 for every 5 levels in cleric, to a maximum of +5 at 20th level.

Options for aggressive 1st level abilities, if that's desired;

1) produce and hurl spears of wood that do 1d8+Wisdom bonus damage and have +Wisdom bonus to hit. Boring, but thematic. Defining it as a shower of thorns or whatever could also work.

2) Do extra damage with wooden weapons (either +wisdom bonus damage or just a straight +1 to hit and damage or something like Shillelagh where you do damage as if the weapon was one size class larger?), making a Plant Cleric likely to use a wooden club or quarterstaff. Getting an extra AC point out of bark/wooden armor or a wooden shield might go along with this as well.

3) throw (or just create, at range) an entangling vine that acts like a weak Tanglefoot Bag at 30 ft. range. Given how good Tanglefoot Bags are at what they do, tweakage might be necessary.


Archade wrote:

ANIMAL

1st Animal Friend (Su): You gain a +2 bonus to Handle Animal and Ride checks. As well, as a standard action you can summon one animal to aid you as per summon nature’s ally I. The creature remains until you dismiss it, and you can never have more than one such creature in your service at one time. Once the creature dies or is dismissed, you must wait 1 hour before summoning antoher. At 4th level, and every 4 levels after, you may summon a more powerful companion, increasing the summon nature’s ally spell by 1 (II at 4th level, III at at 8th, IV at 12th, IV at 16th, and V at 20th)

If we are going to introduce another animal companion ability into the game we might as well use the existing AC mechanics rather than an entirely new mechanism.

Archade wrote:
8th Animal Form (Su): You can assume the form of any animal you can summon using your Animal Friend ability for a number of rounds per day equal to twice your caster level. These rounds do not need to be consecutive. This ability otherwise functions as beast shape III.

Should be the same duration as the nearly identical 8th level Transformer power. This power is more useful than a 5th level spell, gaining it 1 level earlier and for possibly multiple times per day is very nice.


Dennis da Ogre wrote:
Should be the same duration as the nearly identical 8th level Transformer power.

Is that the one that lets you turn into a truck or a robot?

Dark Archive

Hey, some of those ideas are really good ('Heart of the Forest', for example), and thematically more appropriate than what we now get in Beta. Good work! I may not like all of them, but there are real gems there -- I'm going to comment on your ideas in a more elaborate fashion later... :)


Kirth Gersen wrote:
Dennis da Ogre wrote:
Should be the same duration as the nearly identical 8th level Transformer power.
Is that the one that lets you turn into a truck or a robot?

But only for 1 round per level ;)

Dark Archive

Kirth Gersen wrote:
Dennis da Ogre wrote:
Should be the same duration as the nearly identical 8th level Transformer power.
Is that the one that lets you turn into a truck or a robot?

Given the craptacular combat utility of the various sizes of Animated Objects, I'm not sure that a 'Wild Shape: Autobot' power wouldn't be kinda underpowered.

Wild Shape: Ninja Turtle would wtfpwn it, hard.


Set wrote:
Kirth Gersen wrote:
Dennis da Ogre wrote:
Should be the same duration as the nearly identical 8th level Transformer power.
Is that the one that lets you turn into a truck or a robot?

Given the craptacular combat utility of the various sizes of Animated Objects, I'm not sure that a 'Wild Shape: Autobot' power wouldn't be kinda underpowered.

Wild Shape: Ninja Turtle would wtfpwn it, hard.

Spell Compendium has a Wizard spell where you can turn into a warforged construct (Transformer sounds are optional). I think it would have a decent chance against your ninja turtle ;)

The Exchange Owner - D20 Hobbies

I don't see the reason to alter the way domains are done in 3.5 for a few additional powers per day.

It destroys hundreds of backward compatible elements for a limit benefit.

My suggestion is to work up a formula like the following:

1) Domains work as they do in 3.5 (provide a Domain power and Domain spells)

2) 1st level Spells on a domain may be used as a SLA 3/day.

3) 2nd to 4th level Spells on a domain list may be used as SLA 1/day.

4) 5th to 9th Spells may be used as SLA 1/week.

Dark Archive

Jason Nelson wrote:

I realize that this suggestion completely fails the test of "active ability" or "ability that lets the cleric DO something" but I'll throw it out anyway.

If we revise the cleric class to grant only light and medium armor proficiency, the War domain's 1st level power could be to grant Heavy Armor proficiency. Thus, any militant clerics with this domain still can go heavy just like always.

Heck, just add this on to the Battle Smite; it's not like BS is such a killer ability that this would overdo things.

I think one of the big unstated goals of Pathfinder is to avoid having domains grant bonus feats. One of the areas that 3.5/SRD falls down is that domains as printed grant inequal powers. Would you rather have Fire, which grants the ability to turn water creatures, or Time, quick grants Improved Initiative, or Elf, which grants Rapid Shot? The bonus feats are more coveted.

Dark Archive

Archade wrote:
I think one of the big unstated goals of Pathfinder is to avoid having domains grant bonus feats. One of the areas that 3.5/SRD falls down is that domains as printed grant inequal powers. Would you rather have Fire, which grants the ability to turn water creatures, or Time, quick grants Improved Initiative, or Elf, which grants Rapid Shot? The bonus feats are more coveted.

Depends on what the player is looking for.

I coveted greatly any Domain that let me Rebuke/Command creatures. If I knew the campaign setting was one that had creatures of that sort, it became free Leadership-lite. At 1st level, someone with the Spider Domain (or instance) and Improved Turning could have a pair of 2 HD Spider Swarms Rebuked at 1st level. The Slime or Thirst Domains all allowed one to Rebuke Oozes, which happened to include Living Spells. In a Frostscape setting, Cold or Winter Domains, which allow one to Rebuke/Command Cold subtype creatures, would allow control of pretty much half the creatures you'll encounter!

Due to their HD, Dragons generally weren't worth it, despite their Air, Earth, Fire, Water subtypes, but Thoqqua, Earth Elementals and Air Elementals all make really awesome flunkies.

The best ever was the Warforged Domain, from Eberron. Rebuke Constructs, in a world where there is a race of LA+0 Constructs with class levels? Yes, please!

Even Scalykind and Plants have potential, if the character can find the appropriate creatures to Rebuke. Nothing says, 'Priest of Set' like siccing your pet Crocodiles or Monitor Lizards on people!

Dark Archive

Set wrote:
I coveted greatly any Domain that let me Rebuke/Command creatures. If I knew the campaign setting was one that had creatures of that sort, it became free Leadership-lite. At 1st level, someone with the Spider Domain (or instance) and Improved Turning could have a pair of 2 HD Spider Swarms Rebuked at 1st level. The Slime or Thirst Domains all allowed one to Rebuke Oozes, which happened to include Living Spells. In a Frostscape setting, Cold or Winter Domains, which allow one to Rebuke/Command Cold subtype creatures, would allow control of pretty much half the creatures you'll encounter!

I miss those domain powers out of the new game a bit, because they were good for flavor. Ah, well...


Touch of X: (Luck, Good, Law, Chaos, Madness, Nobility, Evil, War?)
Most of these are pretty weak as a Standard Action, mainly lost-opportunity wise, especially since they have a 3-round countdown. Should it perhaps be a Move/ Swift Action, like the Travel Domain Power?

Some Touch effects are really good (Death causing DoT bleeding, Good's bonus @ high level). Many just suck, especially as a standard action (yet Dimensional Hop is a Swift...!?!?) And compare Luck to Chaos, which seem intended to be the inverse of each other: Chaos says the recipient suffers the worse of two rolls for 3 rounds, OR UNTIL THEY FAIL A ROLL BECAUSE OF THIS. Luck says the recipient may choose to re-roll ONE d20 in the next 3 rounds, and the power expires WHETHER OR NOT the re-roll actually helped them. MINOR imbalance there.

Powers like Luck and many of these other "Touch of" abilities just don't hold up when they are Standard Actions and have 3-round limits. If they are to be limited to one roll/day/recipient, perhaps just say that the Cleric can attune to (1+CHA bonus) Allies per day, and those recipients may take advantage of this power at any point thru-out the day...? If nothing else, I'd prefer many of them to just revert to the 3.5 version, which only benefitted the Caster himself, but provided a more solid benefit....

Elemental Domains:
Air: I'd rather not have the Lightening Powers here, it goes better in Weather.
Why not include Fly (and take it out of Travel)? Also, why not Elemental Body (Air)?

Earth: 1st (acid dart) NO. Give it an EARTHY power, not "Acid"
I've seen powers suggested like "Earth Stomp" (30' ranged Trip, scaling) or just a bonus to CMB (off/def) scaling with Cleric Level.
other: I'd also like to see one which let you pass thru/ enter stone. Also, Body of Stone can be standardized to ALL elemental domains (body of fire, air, etc)

Water: all the Cold/Ice stuff needs to be removed, and put in a future "Cold" Domain. Really.
Obscuring Mist... OK, fine. But we need stuff like Swim Speed (10), Body of Elemental Water, Wave attacks, Horrid Wilting, Jets of Water, etc....

Sun: Sun's Touch: For being so limited, it's kindof weak.
I'd rather it be radiant (Sun!) light, & have a dazzling effect, maybe added on to the Cleric's normal Channel Energy...?

Travel:
Dimensional Hop: If it remains, perhaps it should be a Move Action.
I'd also be happy if IT was removed, and made a more general "Travel enhancement", maybe increasing base speed an extra 5'... less disruptive/ powerful.
Flight: move this to Air, Travel should not be better in the Air than Air.

Artifice: 1st: (repair/damage obj&constructs) mehh.... Why not an improved identify for Crafted Items?

Darkness:
2nd (obscuring mist): err... why isn't this... DARKNESS or something?
8th (aura of shadows) but then this 8th level power wouldn't be that different from DARKNESS (except that aura of shadows can't be overcome by light/light spells) I'm sure something better can be thought of...

Death: Wow. This is a very powerful Domain. Tone it down, or tone the others up to this level...

Animal:
Summon Companion: Limit it to 1 new Animal/day (if one dies, you can summon a new one 1 hour later)
currently, 1 Wolf every hour at 1st level is a BIT overpowered, me thinks...
(or replace it with Ranger Companion ability... or Scent ability or something...?)


I had an idea about how the Domain Powers in general could be dealth with:

Each Domain Power is "worth" a Spell of equivalent level.
Each Cleric chooses two Domains, and they get ONE bonus Spell, which MUST be 'filled' with one of their two Domain Powers.
They are then free to use their remaining "normal" Spell Slots to take the other Domain's Power of that level, or another usage of the Domain Power they already took. Or not, and just pray for standard spells, instead.

...I don't know if this is what Pathfinder is going for, but I liked the feel of it. It's not as much as a "freebie", as you only get ONE of the Domain Powers "free" (you choose each Spell Level) and it retains some of the feel of the previous "Domain Spell" system, since you could memorize additional #'s of the Domain Power if you wish. The 1st/2nd level Power could remain, and it would be obligatory to take both of your Domains' entry level Powers (you only get to choose the order you gain each: @1st or 2nd level)

...just throwing it out there... :-)

Liberty's Edge

For the plant domain level 1 agressive power...what about a cloud of pollen that causes sneezing, coughing, choking etc? The game effect could be stunning, fatigue or exhaustion. It's not damaging, but useful, impedes opponents and has a thematic flourish (flower-ish?)

I was inspired by those skeletal janni plant monsters. :)

Liberty's Edge

Guess I passed the window for editing my last post.

I read your domain powers and they're really well thought out and look balanced for the levels they're set for. Really nice work! I sincerely hope Jason keeps them in mind when deciding what to do.

Contributor

At the risk of repeating myself: There are four domains that get obscuring mist 1/day/2 levels (air, darkness, water, and weather) and Gozreh has 3 of them on his list. Who needs that much mist? However, I don't have a solution that doesn't involve new spells (which I'm sure isn't an option), so I'm just throwing this out for someone else to figure out.

Dark Archive

Xuttah wrote:

Guess I passed the window for editing my last post.

I read your domain powers and they're really well thought out and look balanced for the levels they're set for. Really nice work! I sincerely hope Jason keeps them in mind when deciding what to do.

Well, thank you!

Some of the posters here pointed out some irregularities in the domains, I too am interested to see if Jason either incorporates some of these ideas, or at worst, addresses the lack of variability in the domain powers, or powers that really don't tie well to domain themes.


Since I was curious how the Domains where designed I took the time and made a Wiki Table.

Unfortunately I didn't have much time to work on it and have now come down with a cold. So I decided to jump the gun and post my preliminary thoughts. Maybe it is of some use for others.

On second glance some domains are rather unspectacular, some are really good at lower levels and some begin to shine at higher levels. The SLAs differ wildly in usefulness and I see some gross exceptions to the norm for the 1st and/or 8th level power. Namely in the Animal, Knowledge, Magic, Plant and Travel domain.

I'd like to propose the following:
Grant the Cleric domain slots like the Wizard has and add a domain spell list to each domain. Imho this would go a long way toward parity between the wizards single school and the clerics two domains. The Wizard has a broader spell selection to choose from, slightly(?) better powers and a capstone ability. The cleric has one(or a few?) fixed spell per domain and level and must choose which to learn each day.

Btw.: The new Magic domain is a pet peeve of mine:
Jason, please bring the old power back. Yes, Hand of the Acolyte is a nice ability by itself, but so damn generic. Also, casting Detect Magic at will is kind of a letdown for me and Dispelling Touch(max CL 10) will most likely loose its merit at high levels.
How about this for the first level power: You can use scrolls, wands, and other devices with spell completion or spell trigger activation as a wizard of (one-half?) your cleric level as long as your own caster level at least equals the caster level of the respective device.


This would seem to be the place to comment/ask about the Knowledge Domain.

When the Lore Keeper ability says "creature" could it mean that paladin I just shook hands with?

When Lore Keeper says "appropriate Knowledge skill" I'd think that the paladin would be Knowledge (Local). (Just like an Orc would be "Knowledge (Dungeoneering), an antelope would be Knowledge (Nature) & that disguised Succubus trying to kiss me would be Knowledge (Planes).)


Ugwump wrote:

When the Lore Keeper ability says "creature" could it mean that paladin I just shook hands with?

When Lore Keeper says "appropriate Knowledge skill" I'd think that the paladin would be Knowledge (Local). (Just like an Orc would be "Knowledge (Dungeoneering), an antelope would be Knowledge (Nature) & that disguised Succubus trying to kiss me would be Knowledge (Planes).)

Well, that would certainly be an interesting and useful application, but not one supported by a normal reading of the term "creature", which corresponds to "Creature Type", or Racial Abilities.

It would be interesting if it also specified Class Abilities, though...

Silver Crusade

Archade wrote:


ARTIFICE

1st Artificer’s Touch (Su): You gain +4 to all Craft checks. Furthermore, you can use mending as a spell-like ability at will.

(NOTE – I agree this ability is weak, but I can’t think of anything better).
...

Had a thought just hit me about the artifice domain. Something you can tack on which might make it a bit better.

Additionally, you can touch a construct and heal d6+1/2 levels points of damage.

If that's a bit much with a Warforged in the party, maybe limit the uses per day, or number of times one construct can benefit from it...


For the sun domain why not give them the light ray ability of the Lantern Archon?

Ranged Touch (1d6) 30 ft, bypasses all resistances, and damage reduction.

That would be an ability I could see falling back on when facing something that doesn't seem to be going down.

Dark Archive

I think a ray of light would be fine, doing 1d6 damage. Magic bypasses all damage reduction, in any case. Bypassing all resistances might be a bit much.

Dark Archive

Hi, Ive been playing a Cleric of Erastil for the first 5 levels. My domains are Community and Plant.

Community: I use these powers every game at least once. The only Tweak that mingt be necessary is to limmit the number of times a creature can be affected by calming toutch each day. I am removing the fatigue from our barbarian after every encounter. The other abilities are getting used frequently.

Plant: Never used the wooden fists. The spells get used regularly. The suggestions about some kind of incapacitating attack are good or something like the woodland stride or the trackless step of the Druid. (less strong, perhaps with per day quota)


Abraham spalding wrote:

For the sun domain why not give them the light ray ability of the Lantern Archon?

Ranged Touch (1d6) 30 ft, bypasses all resistances, and damage reduction.

That would be an ability I could see falling back on when facing something that doesn't seem to be going down.

Archade wrote:

I think a ray of light would be fine, doing 1d6 damage. Magic bypasses all damage reduction, in any case. Bypassing all resistances might be a bit much.

HEALING / SUN DOMAIN: This answer to this problem is a Sorcerer Bloodline currently, Celestial. Not only does it answer this problem, it's something the "HEALING / SUN" (Dare I say PELORITE) Cleric has been looking for, for a LONG time. I was going to post the entire Celestial Bloodline not just the 1st level power, as I think the whole list should've been a Domain before a Bloodline. However, I am enjoying it quite a bit as a Sorcerer.

Heavenly Fire (Su): Starting at 1st level, you can unleash a ray of heavenly fire as a standard action, targeting any
foe within 30 feet as a ranged touch attack.
-Against evil creatures, this ray deals 1d6 points of fire damage +1 for every two caster levels you possess.
-Against good creatures, this ray heals them of 1d6 points of damage +1 for every two caster levels you possess. A good creature cannot benefit from your heavenly fire more than once per day.
-Neutral creatures are either harmed nor healed by this effect.


Tholas wrote:

Btw.: The new Magic domain is a pet peeve of mine:

Jason, please bring the old power back. Yes, Hand of the Acolyte is a nice ability by itself, but so damn generic. Also, casting Detect Magic at will is kind of a letdown for me...

I agree, but have different solutions...

MAGIC DOMAIN:
2nd Detect Magic (Sp): You can cast detect magic at will.

I'm guessing this is something that just got drastically overlooked, but if I can cast 'Detect Magic' at will as an Orison, why exactly would getting it as a granted power at '2nd level' be worthwhile?

My thought was, maybe this should be 'IDENTIFY'... something that a Cleric DOES NOT normally get as a Class Spell, usage of so many times per day. This would also keep the Domain more in line with what it was originally.

-------------
4th Magic Mouth (Sp): You can cast magic mouth 1/day.

Why Magic Mouth? How about 'SPECTRAL HAND', again solving the age old problem of ranged healing. (This being similar to my previous post about the HEALING/SUN Domains combined with CELESTIAL SORCERER BLOODLINE to give the Cleric a RANGED HEAL.)

My thoughts on this change are...
-Magic Mouth is a 2nd level spell, so is Spectral Hand.
-Spectral Hand can be used to cast RANGED HEALING.
-Spectral Hand can be seen as an upgrade to "Hand of the Acolyte" 1st Level Power, since it is an upgrade to the "Mage Hand" Cantrip.
-Magic Mouth is IMO relatively useless in the hands of a Cleric, as an illusion spell that does nothing except make sound when triggered.
-------------

The remainder of this Domain seemed fine to me, but currently the Domain isn't even close to on par with anything else at lower levels.


TRAVEL DOMAIN:
1st Dimensional Hop (Su): You can teleport up to 10
feet per caster level per day as a swift action. This teleportation must be used in 5-foot increments and such movement does not provoke attacks of opportunity. You can bring other willing creatures with you, but you must expend an equal amount of distance for each creature brought with you.
------------------

This power/domain has been the controversy in at least one very lengthy post, but now that it is up for direct public scrutiny I would like to re-suggest what I suggested before.

A lot of people are having difficulty understanding the language (wording) of this power and exactly what '5-foot increments' means. I've seen at least 2 versions (ideas) that make quite a bit of sense as to how this interprets which is a problem.

The other complaints I saw quite a bit also, was that it is overpowered and that a 1st level character of any kind shouldn't be teleporting period. I'm inclined to agree, HOWEVER I see 2 fixes that are written directly into the spell that this power derives from (and not the power, leaving it up to interpretation), I have bolded the fixes in the spell summary below. (This IS Domain relavent, nothing to do with the spell itself.)

Complaint #1: Cleric pops into said room and attacks or disables monsters, etc. (This is due to it being a SWIFT ACTION.)

Complaint #2: LARGE Cleric (Due to STR DOMAIN & 2nd level) pops into said room and attacks or disables monsters, etc. (This is due to it not stating the SIZE & NUMBER of said creatures being teleported accurately.)

Dimension Door
School conjuration (teleportation); Level bard 4, sorcerer/wizard 4
Casting Time 1 standard action
Components V
efect Range long (400 ft. + 40 ft./level)
Target you and touched objects or other touched willing creatures
Duration instantaneous
Saving Throw none and Will negates (object); Spell Resistance no and
yes (object)

You instantly transfer yourself from your current location to any other spot within range. You always arrive at exactly the spot desired—
whether by simply visualizing the area or by stating direction. (#1) AFTER USING THIS SPELL, YOU CAN'T TAKE ANY OTHER ACTIONS UNTIL YOUR NEXT TURN. You can bring along objects as long as their weight doesn’t exceed your maximum load. (#2) YOU MAY ALSO BRING ONE ADDITIONAL WILLING MEDIUM OR SMALLER CREATURE (carrying gear or objects up to its maximum load) OR ITS EQUIVALENT PER THREE CASTER LEVELS. A LARGE CREATURE COUNTS AS TWO CREATURES,....etc., etc.
-------------

Being as the original Travel Domain used 'Freedom of Movement' (4th level spell) as a basis for its Daily Usage Power with some minor restrictions (10 Rnds/Day), I don't see a restricted 'Dimension Door' being unreasonable, but currently it has a lot of balance, language(wording) and/or lack thereof as problems the way it is currently written in Beta.

Again... Thank you very much for sticking with(& updating) the D&D we all know and love! (Someone tell WotC that we don't need a 300+ page book to play Heroquest or World of Warcraft, LOL!)


Dennis da Ogre wrote:
I like the suggestion of increasing the clerics movement instead.

I'm actually very of fond of this idea as well. Once upon a time, way back in 2E I had a Cleric of Hermes that received movement increases as a deity power, it was pretty awesome. You would have to get a hold of an old copy of Deities & Demigods (possibly 1st Ed.) to see what I'm talking about.

When I translated the character from 2E into a 3.5e EPIC character later on down the road, I simply wrote "MOVEMENT & AC AS PER MONK OF EQUAL LEVEL". (AC was included with higher movement speeds back in 2E gave you more AC... and the character wore greek toga style clothing, not armor.)

OFF TOPIC: R.I.P. Quickling '1st ED. MM2' (*sigh*)


I think many of the choices of Domain Powers are off, independent of effectiveness or power balance. It's been stated that "having Active Powers" was a design goal, but I think that's really been allowed to outweigh all the other considerations. As Toy_Robot said in another thread, it seems there's been a heavy emphasis on giving all Domains similiar in-Combat utility, to the point of credulity or just monotony.

Some of what I mean:

Air (1st) Ranged Electric 1d6+X. This isn't the MOST problematic for me, but it seems a stretch. Why isn't this in Weather? I feel there's an unnecessary attempt to make all the Elemental Domains function the exact same (Fire's 1st level ability is appropriate). Why not a "buffeting winds" effect that hampers enemeis or ranged weapons, instead? (8th) Walk on Air. Why does Travel get Fly but not Air? Every Air Type creature has Fly as a signature Ability, it makes perfect sense for Air Domain...? 12th Chain Lightening & Control WEATHER (same as 1st... This really seems to step on Weather's toes. I think there's a better solution.)

Animal (1st) Summon Companion. I've pointed out elsewhere how overpowered this is. On flavor grounds, it's fine, though. The rest of the abilities also fit the Domain well, flavorwise.

Artifice (1st) Artificer's Touch. OK, the attempt to fit this into the same gestalt as all the other abilities is just WAY to much. If I was an Artificer, I'd rather have an ability that helped me Identify/ Craft objects. That's just as "active", just not in combat. If it HAS to be useful in Combat (!?!?) why not say that Constructs are not immune to Crits for X duration, and maybe some other minor damage boost/ de-buffer agaisnt Constructs/ Objects. The rest of the Domain is fine...
Though Prismatic Sphere is... hm?

Chaos. I'm not commenting on the 1st level power for this one (I mentioned them as a group earlier), but look at the rest of the abilities: Prot/Law, Align Weapon, Chaos Blade, Chaos Hammer, Word of Chaos, SM9(Chaotic). It's "OK"... But if feels a bit BORING and formulaic, as if it's following the exact same script as Law/Good/Evil. Why not some CHAOTIC effects, like CONFUSION? Why doesn't the Summons summon RANDOM monsters? Why not an Aura of Chaos which randomly retargets spells aimed at creatures inside it? etc...

Charm. Dazing Touch (& Repose's 1st level) is a pretty dang effective Combat Power, taking an enemy out of commission for 1 round with no save (if <= your level) Is that really the main focus of CHARM? Why not a scaling bonus to CHA skills? (Though that's like the Glory Domain...?) The rest is fine, though INSANITY seems perhaps better reserved for Madness Domain....

Community. OK. Circle of Prot/Evil(or Good) could be a nice touch. The abilities could be a BIT more focused/evocative of "Community", but seem more or less fine.

Darkness. (1st) Touch of Darkness is fine. This ability remarkably DOES NOT attempt to ape the mechanics of the other Touch of X spells (3 round duration, etc, etc) and it seems much better for it. (2nd) Obscuring Mist. OK, I could "understand" why this was put in here, but I feel like you need to put your foot down. WAY too many Domains have Obscuring Mist. Cut it, and make it... DARKNESS? The rest is great, I especially like the flavor of Imprisonment with Zon-Kuthon and all.

Death. First, this whole Domain is very powerful. (1st) Bleeding Touch. This could probably be toned down to 1d6, +1/round, and a lower Heal DC as most characters don't even HAVE Heal. (8th)Call Undead. I tremble with the amount of Undead a Death Cleric/Necromancer Wizard could control...

Destruction. This Domain is OK. I feel the Inflict Light/Crit. Wounds could be replaced with more interesting/ effective powers, but whatever... This feels very 3.5, actually.

Earth. (1st) Acid Dart. <cringe> NO. Acid should be some Ooze Domain Power. Other options: "Earth Stomp", "Fists of Stone"... if Travel's Teleport power exists, why not Pass thru Stone? or SEE thru Stone? (2nd) Magic Stone. I would HATE that I got this power if I took Earth Domain. If there was a Halfing Domain, or a Sling Domain, I would put Magic Stone in there.... (8th) Body of Stone. I like this. I'd like ALL the Elemental Domains to have some "Body of" type of Power.

Evil. (1st) Touch of Evil. Not bad. Though it's curious why THIS power needs to follow the "Touch of X" formula (3 rounds) while Darkness doesn't and Death just kicks ass...??? The rest of the Domain.../shrug It's okay, but could be a bit more UNIQUE, rather than following the Prot/X, Align Wpn, Weapon of X, formula...

Fire. I pretty much like it. The Fire Bolt(1st) makes sense, unlike most of the copycat Domain Abilities based off of it. Crown of Flames(8th) is OK too, and along with Earth, gives sort of a limited "Body of Fire" effect... I might like something like giving a high Walk/Climb Speed Bonus (even to 5'?), as long as the path has flammable material (can go up wooden walls), but I don't have too many problems here.

Glory. (1st) Touch of Glory. I mentioned in Charm how I thought it could give a similar benefit, to CHA skill checks. Perhaps instead of a CHA bonus for Glory, give Glory a bonus to CLASS LEVEL for the duration. Casters gain increased effects and class powers (not spell slots), all Classes gain a new Feat for the duration, etc, etc... ? Sounds "Glorious" to me... /shrug. The rest of it sounds fine...

Good. (1st) Touch of Good probably is one of the most effective powers based on the "Touch of X" formula. The rest of the powers aren't that "interesting" but I think they work very well for a Good Domain.

Healing. This domain works pretty well. I would say that the (8th) ability, Healer's Blessing, could possibly last longer amount of time, given it's restriction on only applying to damage caused during the aura...?

Knowledge. (1st) Lore Keeper. OK, that you made it a Touch Effect also shows flair :-)... But the ability ultimately just seems too wonky. I noticed that it's easily likely that a Character's Knowledge Skill is HIGHER than this ability... And since you never rolled a Skill Check when touching the creature, you'd be able to roll your REAL Skill Check after (or before), effectively giving you the best of 2 skill checks... Why not just generalize, and say whenever you roll a Skill Check you're proficient in, you take the best of 2 rolls? The rest of the domain works great, though Comprehend Languages might be a good "Travel" Ability as well.

Sun: I like whoever's suggestion it was, to lift the Divine Bloodline Sorceror's "Positive Energy Flame" ability, which heals good creatures and damages evil/undead ones. That conjures up the radiant, positive energy associated with Sun, and already seems balanced.


Quandary wrote:

...Sun: I like whoever's suggestion it was, to lift the Divine Bloodline Sorceror's "Positive Energy Flame" ability, which heals good creatures and damages evil/undead ones. That conjures up the radiant, positive energy associated with Sun, and already seems balanced.

It was me! *flexes as someone acknowledges a post* I'm not invisible! *runs around in circles naked*

It was also a possible suggestion for the Healing Domain as well. It provides the elusive 'Ranged Healing' people are hoping for. (Even limited use is better than none at all.)

Possibly having it do more against undead would be great, but I like the ability the way it is and I'm not going to be picky. Cleric don't have access to 'Disrupt Undead' so this would serve to increase their 'Turn Undead' capacity.

HEALING / SUN DOMAIN:(suggestion from 'CELESTIAL BLOODLINE')

Heavenly Fire (Su): Starting at 1st level, you can unleash a ray of heavenly fire as a standard action, targeting any foe within 30 feet as a ranged touch attack.

  • Against evil creatures, this ray deals 1d6 points of fire damage +1 for every two caster levels you possess.
  • Against good creatures, this ray heals them of 1d6 points of damage +1 for every two caster levels you possess. A good creature cannot benefit from your heavenly fire more than once per day.
  • Neutral creatures are either harmed nor healed by this effect.

Dark Archive

Daniel Moyer wrote:
It was me! *flexes as someone acknowledges a post* I'm not invisible! *runs around in circles naked*

Don't you think you should put some clothes on if we are going to fight evil? :P


Archade wrote:
Daniel Moyer wrote:
It was me! *flexes as someone acknowledges a post* I'm not invisible! *runs around in circles naked*
Don't you think you should put some clothes on if we are going to fight evil? :P

*Turns bright red, then covers himself with large palm leaves and wishes he was invisible again.*

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