Template to help import domains to the PFRPG beta


Classes: Cleric, Druid, and Paladin


This is a rough draft of a template to port domains outside the SRD over to PFRPG (beta, as is). As an example, I tried my hand at the void domain, wich can be found here.
Your comments are welcome and sorry me engrissh. ;P

Domain Template:
Usable to ease the transformation of domains outside the SRD into Pathfinder beta rule compatible domains.

1st Level Power: Use a supernatural ability at will as a standard action. These are all examples based on the domains in the Pathfinder beta rules:
a) The spell like ability has a reach of 30 ft., is a ranged touch attack and damages the target for 1d6 Damage +1 per two levels as a cleric. The damage can be any energy, or any physical as a weapon (bashing, cutting, piercing) or even non-lethal. A non lethal damage can have another minor effect on the target for 1 round.
b) Summons a creature as a summon I spell (natures allies or monster, but others from other sources are thinkable as well (summon undead from spell compendium?)). 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 another. At 6th level, and every four levels thereafter, you may summon a more powerful companion, increasing the summon spell by 1 (II at 6th level, III at 10th, IV at 14th, and V at 18th).
c) You can make a touch attack that damages the target for 1d6 Damage +1 per two levels as a cleric. The damage can be any energy, or any physical as a weapon (bashing, cutting, piercing). If it damages a specific type of monsters (Like constructs or undead) only, the damage is 1d8 +1 per two levels as a cleric.
d) You can make a touch attack that conveys a specific condition to a creature of not more than your hd for one round per caster level, three rounds, or just one round, depending on power. Examples include dazed, sickened, or fatigued. Once a creature has been affected by the touch, it is immune to its effects for 1 day.
e) You can make a touch attack that gives a creature a negative modifier of -2 on a specific roll or lets it bleed for 1d6 damage for one round per caster level. Touching a creature affected by this ability causes the duration to reset but does not stack.
f) You touch a creature and affect him in a positive way. Examples include healing of 1d4 hp + 1 hp per two caster levels, a +2 bonus to some rolls for one round per caster level, an addition to specific roll of half caster level for three rounds or just one round, depending on power. Some weaker powers negate adverse conditions as well. Once a creature has been affected by the touch, it can gain no further benefit from it for 1 day.
g) You can touch a weapon tied to your deity or the domain in a specified way and give it the ability to deal smite damage. For the next 3 rounds, anyone wielding the weapon may add an enhancement bonus on one damage roll equal to 1/2 your caster level for one attack roll. The target must decide to use this ability before rolling to attack. This effect fades after 3 rounds or when the smite attempt is used. Once a wielder has used such a smite attempt, he can gain no further benefit from it for 1 day.
h) The spell-like ability mimics a low-level, personal reach spell and can be sustained for a number of rounds equal to your character level.
i) You can touch a creature and give it the ability to add ½ your caster level for the next 3 rounds to one roll tied to your deity or the domain in a specified way. The target must decide to use this ability before rolling the check. This effect fades after 3 rounds or when the attempt is used. Once a wielder has used such an attempt, he can gain no further benefit from it for 1 day.
j) You gain a +1 specified bonus on a certain type of rolls. This bonus increases by +1 for every 5 levels you possess. As a standard action, you can touch an ally and grant them your bonus for 1 minute. When you use this ability, you lose your bonus granted by this ability for 1 minute.

2nd Level Power:
a) Choose a thematically appropriate first grade spell, even off a spell list other than the cleric’s. The character can use this as a spell like ability once per two caster levels per day.
b) Alternatively, a detect spell of level zero can be used at will.
Used Spells: animate rope, bless, burning hands, cause fear, charm person, comprehend languages, cure light wounds, deathwatch, disguise self, divine favor, enlarge person, entangle, erase, expeditious retreat, inflict light wounds, lesser confusion, magic weapon, magic stone, obscuring mist, produce flame, protection from chaos/evil/good/law*, remove fear, sanctuary, shield of faith, speak with animals, touch of idiocy, true strike
Used Detect Spells: detect magic

4th Level Power: Choose a thematically appropriate second level spell of higher power, even off a spell list other than the cleric’s. The character can use this as a spell like ability once per day.
Used Spells: align weapon*, barkskin, bless weapon, blindness, blur, bull’s strength, calm emotions, death knell, detect thoughts, enthrall, fog cloud, gentle repose, gust of wind, heat metal, hold animal, invisibility, lesser restoration, levitate, magic mouth, remove paralysis, resist energy*, secret page, shatter, shield other, soften earth and stone, spiritual weapon, status, wood shape

8th Level Power: Use a supernatural ability at will as a standard action. These are all examples based on the domains in the Pathfinder beta rules:
a) Aura: You can emit a 30ft diameter aura of a power equal to a low-level level spell (or even a mid-level spell, whose duration is measured in hours normally). It can be sustained for a number of rounds equal to your character level, and these must not be taken consecutive. The effects end normally as soon as a target leaves the area.
b) You are somehow protected, and every creature that attacks you in melee (not with a reach weapon) is affected by 1d6 points of damage +1 per two caster levels. This ability works for a number of rounds equal to your caster level. These rounds do not need to be consecutive. The damage can be any energy, or any physical as a weapon (bashing, cutting, piercing).
c) You can call down a number of bolts of specified energy, or any physical as a weapon (bashing, cutting, piercing) or even non-lethal, per day equal to your caster level. You can call down as many bolts as you want with a single standard action, but no creature can be the target of more than one bolt and no two targets can be more than 30 feet apart. This ability otherwise functions as call lightning. A non lethal damage can have another minor effect on the target for 1 round.
d) You can gain the use of a specific type of feat (combat, meta-magic etc.) for a number of rounds equal to your character level per day, and these must not be taken consecutive. You must meet the prerequisites normally.
e) You can use a targeted spell or even an area effect spell of third or fourth level as a melee touch attack. If you hit, the target (and only the target) is affected by the spell. You can use this ability once per day for every two caster levels you possess for spells with duration immediate; else it’s duration is limited to 1 round per caster level, these rounds do not need to be consecutive, and each attempt to use this ability consumes 1 round of its duration, whether or not the creature succeeds at its save to resist the effect.
f) You can use a specified non-combat spell of mid-level for a number of rounds per day equal to your caster level. These rounds do not need to be consecutive.
g) You can gain a DR of 5 against a specific material, like adamantine, silver or mithral, for 1 a number of rounds per day equal to your caster level. These rounds do not need to be consecutive.
h) You can cause one melee weapon you possess to gain a specified weapon property for a number of rounds equal to your caster level. These rounds do not need to be consecutive. If the weapon leaves your possession, it loses this ability.

12th Level Power:
a) Choose a thematically appropriate fourth level spell of higher power, even from a spell list other than the clerics. The character can use this as a spell like ability three times per day.
b) Choose a thematically appropriate fifth or even sixth level spell, even from a spell list other than the clerics. The character can use this as a spell like ability once per day.
Used Spells 1/day: break enchantment, chain lightning, commune with nature, control winds, fabricate, flame strike, geas/quest, greater dispel magic, greater glyph of warding, heroes’ feast, ice storm, mass cure light wounds, shadow walk, slay living, spell resistance, true seeing, undeath to death, wall of stone, wall of thorns
Used Spells 3/day: chaos hammer, cone of cold, confusion, dimension door, holy smite, inflict critical wound, order’s wrath, phantasmal killer, unholy blights, wall of fire

16th Level Power:
a) Choose a thematically appropriate sixth level spell, even from a spell list other than the clerics. The character can use this as a spell like ability three times per day.
b) Choose a thematically appropriate seventh level spell, even from a spell list other than the clerics. The character can use this as a spell like ability once per day.
Used Spells 1/day: animate plants, blasphemy, control weather, dictum, destruction, disintegrate, earthquake, fire storm, greater restoration, greater teleport, holy word, insanity, legend lore, power word blind, refuge, repulsion, resurrection, spell turning, sunbeam, symbol of stunning, word of chaos,
Used Spells 3/day: animate objects, antilife shell, blade barrier, create undead, mass bull’s strength, mass invisibility, righteous might

20th Level Power:
a) Choose a thematically appropriate eighth level spell, even from a spell list other than the clerics. The character can use this as a spell like ability three times per day.
b) Choose a thematically appropriate ninth level spell of higher power, even from a spell list other than the clerics. The character can use this as a spell like ability once per day.
Used Spells 1/day: astral projection, crushing hand, disjunction, dominate monster, elemental swarm*, foresight, freedom, gate*, implosion, imprisonment, mass heal, miracle, power word kill, prismatic sphere, shambler, shapechange, storm of vengeance, summon monster IX*, time stop, wail of the banshee, weird
Used Spells 3/day: symbol of death

*These spells are normally restricted to a certain type of creatures, energy, or concept

Created as an example:
VOID Domain (from the Paizo blog)

1st Level Power: Shaking Touch (Su): As a melee touch attack, you can cause a creature to become shaken by fear of the great nothingness between the stars, causing them to take a –2 penalty on attack rolls, saving throws, skill checks, and ability checks. This effect is a mind influencing fear effect and persists for three rounds. Once a creature has been affected by the touch, it is immune to its effects for 1 day.
2nd Level Power: Feather Fall (Sp): The character can use feather fall as an immediate action once per two caster levels per day.
4th Level Power: Levitate (Sp): The character can use levitate as a spell like ability once per day.
8th Level Power: Aura of Emptiness (Su): You can emit a 30ft diameter aura of diminished reality. Everyone but you must make a will save (DC = 10 +1/2 your class level + your wisdom modifier) or is only able to make a move action as long as inside the aura. This effect ends immediately when the creature leaves the area or the aura expires. The aura can be sustained for a number of rounds equal to your character level, and these must not be taken consecutive.
12th Level Power: Lesser Planar Binding (Sp): The character can use lesser planar binding as a spell like ability once per day.
16th Level Power: Reverse Gravity (Sp): The character can use reverse gravity as a spell like ability once per day.
20th Level Power: Gate (Sp): The character can use gate as a spell like ability once per day.

Sovereign Court

Pathfinder Adventure, Adventure Path, Lost Omens, Rulebook Subscriber

Huh. This is actually very well-thought out. I don't know if I would call it a template, but it is a very good set of guidelines. Good work, I will certainly yoink this for my own play.


This is a great idea! Thank you.


A very good compilation. Would you mind if I would use your findings on my Wiki Page?


Tholas wrote:
A very good compilation. Would you mind if I would use your findings on my Wiki Page?

No problem, use it.

The abbilities list is not complete, whatsoever, as there were some abilities like dimension hop that were
a) allready discussed to be potentially too powerful or even broken
and
b) just too unique to be made into a general guideline

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