Scalykind and Void Domains, Pathfinderized


Classes: Cleric, Druid, and Paladin

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Scalykind Domain
Dieties: Dahak, Ydersius
1st Serpentstrike (Su): You can cause a single creature to suffer the effects of a snake's bite with a melee touch attack. A translucent serpent of greenish-gold force automatically bites any target you hit with this touch attack, inflicting 1d4 P damage + poison (1d6 Con/1d6 Con, Fort DC 10 +1/2 cleric level).
2nd Scaleskin (Sp): You can cast scaleskin (as barkskin, but with a scaly appearance and 1 min/level duration) 1/day per 2 levels.
4th Summon Swarm (Sp): You can cats summon swarm (swamp lizards, treat as rats) 1/day
8th Master of Scale (Su): Any summon monster spell can be cast to summon dinosaurs, fish, reptilian animals or snakes as if a spell of the next higher level. A summon monster III would therefore summon 1 fiendish huge viper or large fiendish shark, 1d3 fiendish constrictors, crocodiles or large vipers or 1d4+1 fiendish medium sharks or fiendish medium vipers, while a summon monster V could summon 1 fiendish elasmosaurus or giant constrictor, 1d3 fiendish deinonychus, fiendish huge sharks or fiendish giant crocodiles, or 1d4+1 fiendish huge vipers or fiendish large sharks.
12th Form of the Dragon I (Sp): You can cast form of the dragon I 1/day.
16th Creeping Doom (Sp): You can cast creeping doom (swarm of tiny snakes) 1/day.
20th Shapechange (Sp): You can cast shapechange 1/day.

Void Domain
Dieties: Groetus, Old Cults
1st Void-Walker’s Grace (Su): You gain a resistance bonus on saving throws vs. mind-affecting effects and cold damage equal to 1/2 your caster level, as well as a similar bonus on acrobatics checks to avoid falling damage and fortitude checks to resist the effects of environmental cold or to hold your breath. As a standard action, you can confer these bonuses to another creature with a touch for one minute.
2nd Feather Fall (Sp): You can cast feather fall 1/day per 2 levels
4th Void-Leaper (Sp): You can cast fly (affecting yourself only) 1/day.
8th Void-Dancer’s Wings (Su): You can now use the flight from Void-Leaper in one or multiple uses, throughout the day, up to a maximum duration of 1 minute / level, but still only upon yourself. You also become immune to suffocation and damage from environmental cold.
12th Planar Binding (Sp): You can cast planar binding 1/day.
16th Reverse Gravity (Sp): You can cast reverse gravity 1/day.
20th Gate (Sp): You can cast gate 1/day.


Very nice. I like the inclusion of fish in the scalykind domain. I'd also allow a swarm of vipers for the summon swarm ability. [EDIT: I just checked the SRD, I completely forgot that vipers aren't in there as a standard swarm...] I'd change the Master of Scale ability to max hit points and a bonus to natural armor equal to spell level. The only reason I'd do that is because as yours stands now, you get nothing for casting summon monster IX.

The void domain looks good as well. I really like Void-Walker's Grace. Now, with Void-Dancer's Wings, does that grant multiple uses of fly or just the one, but cut up into smaller chunks?

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Golarion Goblin wrote:
Very nice. I like the inclusion of fish in the scalykind domain.

Yeah, the sharks and dinosaurs made it a lot more fun than just 'oh, viper or crocodile, whatever shall I choose?' It's 'scalykind' after all, not just 'snakes and lizards.'

Golarion Goblin wrote:
I'd also allow a swarm of vipers for the summon swarm ability. [EDIT: I just checked the SRD, I completely forgot that vipers aren't in there as a standard swarm...]

Yeah, I was surprised at that as well. I just assumed that snakes were an option, and I was thinking of having some kludgey thing like 'use rat swarm, but replace disease with the poison of a spider swarm' but I just decided to stick with a lizard swarm to save space.

Golarion Goblin wrote:
I'd change the Master of Scale ability to max hit points and a bonus to natural armor equal to spell level. The only reason I'd do that is because as yours stands now, you get nothing for casting summon monster IX.

Yeah, that could be a bummer, but by the time you get summon monster IX, you've probably got better things to do.

I might be able to reword it so that the monster summoning spell counts as a spell one level higher for reptilian creatures, and specifically mention that if you use this on summon monster IX, you get 1d3 critters of the appropriate type. (Then again, Fiendish Dire Sharks are the only eligible critter at that level, anyway...)

On the other, other hand, using summon monster IX to call up 1d4+1 fiendish tyrannosaurs or 1d4+1 celestial triceratops from the summon monster VIII chart does sound pretty sexy!

Golarion Goblin wrote:
The void domain looks good as well. I really like Void-Walker's Grace. Now, with Void-Dancer's Wings, does that grant multiple uses of fly or just the one, but cut up into smaller chunks?

The one use, but cut up into smaller chunks, like the freedom of movement effect of the (3.5) Travel Domain. The 'void-dancer' could fly for a couple of rounds to cross a chasm, and save the last 78 rounds of the spell for later in the day. I should probably have specified that you can end the effect as a free action, so that people don't have to waste a standard action turning off an effect that they aren't using...

Thanks for the commentary! I've always been a fan of Domains like Scalykind and Spiders (Cause of the rebuke thing. Having a couple snake or spider swarms as pets makes those early levels go smoother...). I definitely wanted to find a way to make the Domains interesting and thematic, and not 'duds.'

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Domains for a particular faction of pantheist Tian clerics from Qin (who have Metal, Wood, Water, Fire and Earth as their Domain options).

Wood Domain
1st Wooden Fortitude (Su): By taking a standard action to touch a creature, you can give it Hardness 5 for 3 rounds. Once a creature has benefitted from this effect, it cannot benefit again from this effect for one hour.
2nd Shillelagh (Sp): You can cast shillelagh 1/day per 2 levels.
4th Barkskin (Sp): You can cast barkskin 1/day.
8th Wood like Iron (Su): Items, weapons and armor of wood that you carry or wear are strengthened by an Ironwood-like effect that causes them to gain the hardness, hit points, armor value and damaging properties of metal armor, items or weapons, but retain the weight and rust-resistant properties of wood. Armor is treated as one size category lighter, and items that would normally be made primarily of metal are one-half the weight of their metal counterparts. These effects cease at the end of any round that the affected item leaves the Clerics person.
12th Animate Plant (Sp): You can cast animate plant 1/day.
16th Changestaff (Sp): You can cast changestaff 1/day.
20th Shambler (Sp): You can cast shambler 1/day.

Metal Domain
1st Always Armed (Su): You can create metal weapon as move action of up to 1 lb per cleric level. These weapons vanish at the end of the round if they ever leave your possession. When you use weapons that you have created in this manner in combat, you can use your Wisdom modifier in place of Strength or Dexterity modifiers for attacks and damage.
2nd Magic Weapon (Sp): You can cast magic weapon 1/day per 2 levels, but only to affect metal weapons, or weapons with a metal striking surface. Your caster level is increased by your Wisdom modifier if you affect a metal weapon created with your supernatural domain abilities.
4th Magic Vestment (Sp): You can cast magic vestment 1/day, but only to affect shields or armor made primarily of metal. Your caster level is increased by your Wisdom modifier for effect and duration.
8th Always Armored (Su): You can now create metal weapons with Always Armed as a free action, and weapons created are of masterwork quality. You also gain the ability to absorb one suit of metal armor with an armor bonus equal to your Wisdom modifier, gaining the armor bonus of that armor as a natural armor bonus, but suffering none of the other effects of being armored (armor check penalty, weight carried, movement speed reduction, arcane spell failure or maximum dexterity bonus). Absorbing the armor takes one hour, but it can be expelled as a full-round action at any time. No other properties of the armor are in effect while it is absorbed, and any beneficial magical properties or enhancement bonuses are suspended until it is expelled from your body. Once absorbed, a suit of armor effectively does not exist, conferring only the appropriate natural armor bonus, and you can wear another suit of armor without difficulty.
12th Wall of Iron (Sp): You can cast wall of iron 1/day.
16th Summon Monster VII (Sp): You can cast summon nature’s ally VII to summon a single elder xorn or 1d3 chain devils or 1d3 average xorn 1/day.
20th Iron Body (Sp): You can cast iron body 1/day.


Very nice Set. I'd toss a caveat on to the Metal domain that should the cleric die, any armor is expelled from his body.

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Golarion Goblin wrote:
Very nice Set. I'd toss a caveat on to the Metal domain that should the cleric die, any armor is expelled from his body.

Ooh, good point. Although, if he's already wearing armor, it might not be able to 'expel' until his current armor is removed, which would surprise the heck out of anyone looting his corpse...

"I just took 'is mithral chain shirt off, and now e's got another one on!"

"Quick, take that one off too, maybe he'll make more!"

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Set are you familiar with Neil Gaiman's The Sandman? Morpheus, The Dreamking, The Lord of The Dreaming, The Price of Sleep.

Would you consider creating a Dream Domain viable for either 3.5 or Prpg ?

[It would be great to see The Endless make cameos on Goralion. But I know that can't happen.]


I've Pathfinder-ized all the extra Cleric Domains from the Eberron Campaign Setting (included those from the Faiths of Eberron) for my group; I don't know if it's possible to post them here, though (due to copyright of the Domains).
Of course, being only a list of existing spells (some from the Campaign, but again, only a list) and three 'homebrew' Supernatural abilities (non-existant before) for each Domain, maybe they COULD be posted...
I'm waiting for an official response, in order to avoid legal issues.
I would like to share my ideas here (and see if they are balanced)...

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baron arem heshvaun wrote:

Set are you familiar with Neil Gaiman's The Sandman? Morpheus, The Dreamking, The Lord of The Dreaming, The Price of Sleep.

Would you consider creating a Dream Domain viable for either 3.5 or Prpg?

That was actually one of the ones from Relics & Rituals II I was looking at. (I'm pretty sure that there is one by WotC, too, possibly in Heroes of Horror, but I'm avoiding even looking for it, since it won't be OGL.)

I'm away from book but the parts I can remember being likely would be;

Various spells I remember being in the R&RII Dream Domain, and whose effects would likely show up in a Pathfinderized version;
Sleep, Minor Image, Dream, Nightmare, Phantasmal Killer, Vision, Weird.

Maybe Limited Wish would sneak in there somewhere, or a Summon Monsters spell, for variety, to represent pulling stuff from the dreamer's imagination and making it real.

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Random link to Golarion Goblin's conversions of the Book of Fiends Domains.


Set wrote:
Random link to Golarion Goblin's conversions of the Book of Fiends Domains.

Also, a link to my thaumaturge class that has all those domains also.

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Golarion Goblin wrote:
Also, a link to my thaumaturge class that has all those domains also.

I like what you did with the corruption effects. There were too many +3s in the Book of Fiends version for my tastes (the 3E convention of making most bonuses even numbers seems to have stuck with me, with skill focus, toughness and familiar bonuses apparently being the exceptions...).


Set wrote:
I like what you did with the corruption effects. There were too many +3s in the Book of Fiends version for my tastes (the 3E convention of making most bonuses even numbers seems to have stuck with me, with skill focus, toughness and familiar bonuses apparently being the exceptions...).

Thanks Set. Not to threadjack, but any thoughts on the familiars? I tried making them a bit stronger to offset the lack of spells the 'turge gets.


The Wraith wrote:

I've Pathfinder-ized all the extra Cleric Domains from the Eberron Campaign Setting (included those from the Faiths of Eberron) for my group; I don't know if it's possible to post them here, though (due to copyright of the Domains).

Of course, being only a list of existing spells (some from the Campaign, but again, only a list) and three 'homebrew' Supernatural abilities (non-existant before) for each Domain, maybe they COULD be posted...
I'm waiting for an official response, in order to avoid legal issues.
I would like to share my ideas here (and see if they are balanced)...

I'm fairly ceratin it's ok to share here. There's been a lot of talk about conversion of Eberon Races and using Pathfinder APs stuff in Korvair. So go ahead, I'M listening ... ;)

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Golarion Goblin wrote:
Thanks Set. Not to threadjack, but any thoughts on the familiars? I tried making them a bit stronger to offset the lack of spells the 'turge gets.

Pretty cool. I like how you improvised unusual choices, like the giant mosquito, in particular.

Quibbly bit 1;
I noticed that under 'Soulbound,' you specify that the character can increase his caster level by one for a cast spell X times a day, 'increasing spell damage and DCs appropriately,' and that this stacks with effects like Heighten Spell.

Heighten spell affects the spell level of the spell, which does affect spell DCs, but is not the same as caster level, which, for some spells, affects damage.

The game terminology is annoying, and you seem to be using a little of each option here. In the case of divine spells, the Heighten spell / spell level enhancement is likely to be more useful than the caster level increase, since Clerics don't have as many spells that do dice of damage per caster level, but do have many spells that would benefit from a higher spell level / DC.

Quibbly bit 2;
Corruptions that reduce Charisma score or Dexterity score should probably just provide penalties to Charisma-checks (and skill checks based off of Charisma, possibly with an exemption for Intimidate checks...), or Dex checks (etc.) instead. Actual ability score reductions that could be randomly rolled as you level up (particularly in a score as important to the Thaumaturge as Charisma!!), seems a bit extreme.


Set wrote:
Pretty cool. I like how you improvised unusual choices, like the giant mosquito, in particular.

Thanks. It took a bit to round out the list, with the mosquito being the final one. I'm not sure about keeping the homunculus on there though, just due to the gp needed to create it, although I may add something about paying only half the gold cost.

Set wrote:


Quibbly bit 1;
I noticed that under 'Soulbound,' you specify that the character can increase his caster level by one for a cast spell X times a day, 'increasing spell damage and DCs appropriately,' and that this stacks with effects like Heighten Spell.

Heighten spell affects the spell level of the spell, which does affect spell DCs, but is not the same as caster level, which, for some spells, affects damage.

The game terminology is annoying, and you seem to be using a little of each option here. In the case of divine spells, the Heighten spell / spell level enhancement is likely to be more useful than the caster level increase, since Clerics don't have as many spells that do dice of damage per caster level, but do have many spells that would benefit from a higher spell level / DC.

I did mean spell level, not caster level. Thanks for the catch.

Set wrote:


Quibbly bit 2;
Corruptions that reduce Charisma score or Dexterity score should probably just provide penalties to Charisma-checks (and skill checks based off of Charisma, possibly with an exemption for Intimidate checks...), or Dex checks (etc.) instead. Actual ability score reductions that could be randomly rolled as you level up (particularly in a score as important to the Thaumaturge as Charisma!!), seems a bit extreme.

True, but I tried to stay as true to Mr Mona's original as possible. I agree, the number of "loose 2 points of Charisma" corruptions is harsh, but I toned it down a bit from the original.

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Set wrote:

Various spells I remember being in the R&RII Dream Domain, and whose effects would likely show up in a Pathfinderized version;

Sleep, Minor Image, Dream, Nightmare, Phantasmal Killer, Vision, Weird.

Maybe Limited Wish would sneak in there somewhere, or a Summon Monsters spell, for variety, to represent pulling stuff from the dreamer's imagination and making it real.

Thanks Set, actually with exception of 'Phantasmal Killer' and my inclusion of "Symbol of Sleep', those were the same spells I picked for 3.5 Dream domain, I guess I just wanted some form of reassurance. What domain ability did you have in place for Dream domain ? And I wanted to see your take on a version for Prpg clerics.


Slime wrote:

I'm fairly ceratin it's ok to share here. There's been a lot of talk about conversion of Eberon Races and using Pathfinder APs stuff in Korvair. So go ahead, I'M listening ... ;)

Ok, so here it comes (hoping not to being banned forever...):

COMMERCE DOMAIN

Spoiler:

1st: Master of Appraisal (Su): You can touch an item to learn about its precise value and its properties (if the object is a magic item) as a melee touch attack. If successful, you gain information as if you had cast detect magic and had made a trained Appraise skill check with a result equal to 10 + your caster level + your Intelligence modifier. At 6th level, and every four levels thereafter, add a +3 bonus to your check (+3 at 6th, +6 at 10th, +9 at 14th, and +12 at 18th).
2nd: Comprehend Languages: You can cast comprehend languages 1/day per 2 caster levels you possess.
4th: Tongues: You can cast tongues 1/day.
8th: Master of Negotiation (Su): As a swift action, you can convince other people of the truth of your words, giving you a +20 bonus on Bluff checks for a number of minutes per day equal to your caster level. These minutes do not need to be consecutive, but you must activate the ability for at least one minute each time. If a magical effect is used against you that would detect your lies or force you to speak the truth, the user of the effect must succeed on a caster level check (1d20 + caster level) against a DC of 15 + your Charisma modifier + your caster level to succeed. Failure means the effect does not detect your lies or force you to speak only the truth. This ability otherwise functions as glibness.
12th: True Seeing: You can cast true seeing 1/day.
16th: Refuge: You can cast refuge 1/day.
20th: Polymorph Any Object: You can cast polymorph any object 3/day.

DEATHLESS DOMAIN

Spoiler:

1st: Touch of the Councilor (Su): Your touch has a power similar to that of the Deathless Councilors that cleanses creatures of their wickedness. As a standard action you can make a melee touch that deals 1d4 points of Charisma damage to an evil creature, or 1d2 points of Charisma damage to a neutral creature. Good creatures are immune to this effect. Once a target has been affected by the touch of the Councilor, it is immune to its effects for 1 day.
2nd: Detect Undead: You can cast detect undead 1/day per 2 caster levels you possess.
4th: Consecrate: You can cast consecrate 1/day.
8th: Deathless Bless (Su): You can call the power of the Undying Court to temporarily bestow upon yourself some of the immunities of the Deathless for a number of rounds per day equal to your caster level. While affected in this way, you gain immunity to critical hits, disease, paralysis and poison. These rounds do not need to be consecutive.
12th: Create Deathless: You can cast create deathless (from Eberron Campaign Setting) 1/day.
16th: Create Greater Deathless: You can cast create greater deathless (from Eberron Campaign Setting) 1/day.
20th: Hero’s Blade: You can cast hero’s blade (from Eberron Campaign Setting) 1/day.

(NB: since the original Domain included three Domain-only spells, I decided to keep them as 'generic' Cleric Spells, adding to them as a Special component 'Caster must be an elf or half-elf'; these spells are
Halt Deathless, Spirit Steed and Control Deathless, all from Eberron Campaign Setting)

DECAY DOMAIN

Spoiler:

1st: Touch of Decay (Su): As a standard action, you can touch a creature and cause putrescence in organic matter and weaken inorganic matter. You must succeed on a melee touch attack to affect a creature (using the rules for touch spells). If you touch a living creature (including a construct with the living subtype) you deal 1d2 points of Constitution damage; if you touch an undead creature (including a deathless creature), an object, or a construct without the living construct subtype, you deal 1d4 points of damage +1 for every two caster levels. Once a target has been affected by the touch of decay, it is immune to its effects for 1 day.
2nd: Doom: You can cast doom 1/day per 2 caster levels you possess.
4th: Ghoul Touch: You can cast ghoul touch 1/day.
8th: Aura of Decay (Su): You can emit a 30-ft. aura of putrefaction for a number of rounds per day equal to ½ your caster level. Any object or creature that takes damage in this area (including you) must make a Fortitude save, with a DC equal to 10 + ½ your caster level + your Charisma modifier. If the save fails, the creature takes an additional 1d3 points of Constitution damage if it is a living creature (including a construct with the living subtype), or an additional damage of 1d8 points + 1 point per caster level if it is an undead creature (including a deathless creature), an object, or a construct without the living subtype. These rounds do not need to be consecutive.
12th: Blight: You can cast blight 1/day.
16th: Withering Palm: You can cast withering palm (from Eberron Campaign Setting) 1/day.
20th: Energy Drain: You can cast energy drain 1/day.

DRAGON BELOW DOMAIN

Spoiler:

1st: Claws of Khyber (Su): You grow fiendish claws thanks to the unholy power of the Dragon Below itself. You can make two claw attacks as your full-attack action. These claws are treated as natural weapons and deal 1d6 points of damage plus your Strength-modifier (1d4 if you are Small). At 6th level, these claws are considered magic weapons for the purpose of overcoming DR. At 10th level, the damage increases by one step to 1d8 points of damage (1d6 if you are Small). At 14th level, these claws become flaming weapons, dealing 1d6 additional points of fire damage on a successful hit.
2nd: Cause Fear: You can cast cause fear 1/day per 2 caster levels you possess.
4th: Death Knell: You can cast death knell 1/day.
8th: Fiendish Resilience (Su): You can call the power of the Dragon Below to temporarily bestow upon yourself an unholy resilience and vitality for a number of rounds per day equal to your caster level. While affected in this way, you gain fire resistance 10, electricity resistance 10, and +2 inherent bonus to Constitution. At 17th level, the bonus to Constitution increases to +4. These rounds do not need to be consecutive.
12th: Slay Living: You can cast slay living 1/day.
16th: Blasphemy: You can cast blasphemy 1/day.
20th: Gate: You can cast gate 1/day to summon evil creatures.

EXORCISM DOMAIN

Spoiler:

1st: Touch of Cleansing (Su): You can channel the pure light of the Silver Flame into the corrupted body of an evil outsider, burning it with holy fire. As a melee touch attack you can deal 1d8 points of damage +1 for every two caster levels you possess. This damage comes directly from divine power and is therefore not subject to being reduced from energy resistance. This touch has no effect on creatures that are not evil outsiders.
2nd: Protection from Evil: You can cast protection from evil 1/day per 2 caster levels you possess.
4th: Calm Emotions: You can cast calm emotions 1/day.
8th: Scourge of the Wicked (Su): You can emit a 30-ft. aura of purifying energy that inhibits the powers of evil outsiders for a number of rounds per day equal to your caster level. Evil outsiders in the aura are exhausted unless they succeed in a Fortitude save; the DC for this save is equal to 10 + ½ your caster level + your Charisma modifier. This power has no effect on an evil outsider who is already exhausted. A possessing fiend (an evil outsider who is currently possessing a creature or an object) is instead rendered helpless inside his victim (he is not forced out, but he cannot control it or influencing it in any way); the fiend gets no saving throw against this power, and the possessed victim immediately emits a soft-glowing blue light, revealing his possessed status. Both these effects end immediately when the creature leaves the area or the aura expires. These rounds do not need to be consecutive.
12th: Banishment: You can cast banishment 1/day.
16th: Holy Aura: You can cast holy aura 1/day.
20th: Freedom: You can cast freedom 1/day.

FEAST DOMAIN

Spoiler:

1st: Touch of Nourishment (Su): You can touch a creature as a standard action, warding him off the fatigue of the day and giving him energy and nourishment. This ability removes the fatigued condition from the target, as well as removing from him the need of food and water for the current day (effectively, the creature gains the same nourishment from the touch as if he had already eaten nutrient food and drank an adequate amount of water this day). Once a creature has benefited from touch of nourishment, it gains no further benefit from this ability for 1 day.
2nd: Goodberry: You can cast goodberry 1/day per 2 caster levels you possess.
4th: Delay Poison: You can cast delay poison 1/day.
8th: Aura of Cleansing (Su): You can emit a 30-ft. aura of cleansing for a number of rounds per day equal to your caster level. All of your allies in the aura gain immunity to disease and poison and are immediately cured of any disease and poison that is currently affecting them, as per the neutralize poison and remove disease spell. This ability removes also the exhausted, fatigued, nauseated and sickened condition from your allies, as well as granting immunity to these same conditions. These rounds do not need to be consecutive. You are not affected by the effects of your aura.
12th: Heroes’ Feast: You can cast heroes’ feast 1/day.
16th: Detoxify: You can cast detoxify (from Eberron Campaign Setting) 1/day.
20th: Feast of Champions: You can cast feast of champions (from Eberron Campaign Setting) 1/day.

LIFE DOMAIN

Spoiler:

1st: Bolt of Life (Su): As a standard action you can unleash a blazing white sparkle of positive energy targeting any undead foe within 30 feet as a ranged touch attack. The bolt of life deals 1d4 points of positive energy damage +1 for every two caster levels you possess. This power cures living creatures (including a deathless creature or a construct with the living subtype) of a like amount of damage (although for a living construct, this amount is halved), rather than harming them, but once a living creature has been affected by bolt of life, it is immune to its effects for 1 day.
2nd: Hide from Undead: You can cast hide from undead 1/day per 2 caster levels you possess.
4th: Lesser Restoration: You can cast lesser restoration 1/day.
8th: Aura of Renewal (Su): You can emit a 30-ft. aura of positive energy for a number of rounds per day equal to your caster level. Living allies (including deathless creatures and constructs with the living subtype) within this aura that are below 0 hit points are immediately stabilized and cured of 1d8 points +1 for every two caster levels you possess (this amount is halved for a living construct). Living allies that are already at 0 hit points or above (including you) are immediately cured of 1d4 points of temporary ability damage from a single ability score (targeted ally’s choice if more than one is damaged) or half this value if they are living constructs, restored of 1 point of permanent ability drain from a single ability score (targeted ally’s choice if more than one is drained), and cured from fatigue and exhaustion. These rounds do not need to be consecutive.
12th: Death Ward: You can cast death ward 3/day.
16th: Animate Plants: You can cast animate plants 1/day.
20th: Mass Heal: You can cast mass heal 1/day.

MADNESS DOMAIN

Spoiler:

Since the Eberron Campaign Setting already introduced a Madness Domain with some 'Domain-only' spells, I decided to use the existing PFRPG Madness Domain and changing the spells Touch of Madness to (Bard 2°) and Bolts of Bedevilment to (Bard 5°)

MEDITATION DOMAIN

Spoiler:

1st: Touch of Recall (Su): Your perfect state of mind can help other creatures to regain focus on their abilities more swiftly than normal. As a standard action you can touch another creature to make it regain its expended daily abilities, gaining one of the following benefits (targeted creature’s choice if it possesses more than one type of daily abilities). If the creature has a special ability that uses daily points (such as a psion’s power point allotment, or a monk’s ki point allotment), it regains 1d4 daily points +1 for every three caster levels you possess. If the creature has an ability that can be used a limited number of times or rounds per day (such as a paladin’s smite attack, a kalashtar’s mindlink psi-like ability, or a barbarian’s rage ability), it immediately regains one use or one round of duration of that ability for every six caster levels you possess (minimum 1). If a creature has a spell slot allotment (such as a druid or a sorcerer), it immediately regains one of his expended spells or spell slots of a maximum level equal to 1 for every five caster levels you possess (minimum 1). If a creature has spent none of his daily abilities, it gains no benefit from touch of recall. Any points exceeding the maximum daily allotment of the creature’s daily ability are lost. You cannot target yourself with this ability. Once a creature has been affected by touch of recall, it can gain no further benefit from it for 1 day.
2nd: Comprehend Languages: You can cast comprehend languages 1/day per 2 caster levels you possess.
4th: Owl’s Wisdom: You can cast owl’s wisdom 1/day.
8th: Inner Perfection (Su): You can emit a 30-foot aura of peace and serenity for a number of rounds per day equal to your caster level. Allies in this aura gain a +4 morale bonus on saving throws against mind-affecting effects. You are totally immune to mind-affecting effects while the aura is active. These rounds do not need to be consecutive.
12th: Find the Path: You can cast find the path 1/day.
16th: Mind Blank: You can cast mind blank 1/day.
20th: Astral Projection: You can cast astral projection 1/day.

NECROMANCER DOMAIN

Spoiler:

1st: Necrotic Bolt (Su): As a standard action you can unleash a black sparkle of negative energy targeting any foe within 30 feet as a ranged touch attack. The necrotic bolt deals 1d4 points of negative energy damage +1 for every two caster levels you possess. This power cures undead creatures of a like amount of damage, rather than harming them, but once an undead creature has been affected by necrotic bolt, it is immune to its effects for 1 day.
2nd: Ray of Enfeeblement: You can cast ray of enfeeblement 1/day per 2 caster levels you possess.
4th: Command Undead: You can cast command undead 1/day.
8th: Necrotic Nova (Su): You can emit a 30-ft. aura of negative energy for a number of rounds per day equal to your caster level. Undead creatures within this aura gain fast healing equal to ¼ your caster level as long as they remain in range; this fast healing only applies to damage caused after the aura began. Living creatures (including constructs with the living subtype) within the aura are shaken unless they succeed in a Will save; the DC for this save is equal to 10 + ½ your caster level + your Charisma modifier. The shaken condition ends immediately when an affected creature leaves the aura or the aura expires. These rounds do not need to be consecutive. You can choose to be unaffected by the effect of your aura.
12th: Waves of Fatigue: You can cast waves of fatigue 1/day.
16th: Horrid Wilting: You can cast horrid wilting 1/day.
20th: Energy Drain: You can cast energy drain 1/day.

PASSION DOMAIN

Spoiler:

1st: Touch of Fury (Su): As a standard action, you can touch a creature, giving it a brief rush of violent passion and fury. For the next 3 rounds, the target gains a +2 morale bonus to his attack rolls, weapon damage rolls, and Will save against fear. Once a target has been affected by touch of fury, he can gain no further benefit from it for 1 day.
2nd: Cause Fear: You can cast cause fear 1/day per 2 caster levels you possess.
4th: Hideous Laughter: You can cast hideous laughter 1/day.
8th: Aura of Resolve (Su): You can emit a 30-ft. aura of fiery passion for a number of rounds per day equal to your caster level. Allies within this aura gain immunity to fear and a +3 morale bonus to their attack rolls and weapon damage rolls. These rounds do not need to be consecutive.
12th: Crushing Despair: You can cast crushing despair 1/day.
16th: Irresistible Dance: You can cast irresistible dance 1/day.
20th: Dominate Monster: You can cast dominate monster 1/day.

REVERED ANCESTOR DOMAIN

Spoiler:

1st: Blade of the Ancestor (Su): As a standard action, you can briefly materialize a ghostly scimitar made of force to strike any foe within 30 feet with a single melee attack, using your base attack bonus and your Wisdom modifier to the attack roll. If the blade hits, it deals 1d6 points of force damage +1 for every four caster levels you possess. The blade has a critical range of 18-20 and can strike incorporeal foes without the usual miss chance. Damage reduction does not apply to this damage. Once the strike has been made (either successful or not), the blade winks out of existence.
2nd: Magic Weapon: You can cast magic weapon 1/day per 2 caster levels you possess.
4th: Heroism: You can cast heroism 1/day.
8th: Master of the Horses (Su): You can imbue yourself and your steed with the mighty prowess of your ancestors for a number of rounds per day equal to your caster level. While this power is active, you gain the use of the Spirited Charge combat feat (even if you do not meet the prerequisites to use this feat), while your mount gains a +30-foot enhancement bonus to its base land speed and the use of the Run feat. If some of these bonuses are already in place (for example, if your mount has already the Run feat), the effects do not stack. These rounds do not need to be consecutive.
12th: Greater Heroism: You can cast greater heroism 1/day.
16th: Thundering Hooves (Earthquake): You can cast earthquake 1/day .
20th: Hero’s Blade: You can cast hero’s blade (from Eberron Campaign Setting) 1/day.

SHADOW DOMAIN

Spoiler:

1st: Bolt of Shadow (Su): As a standard action, you can materialize and fire a ghostly, semi-substantial arrow, targeting any foe within 30 feet as a ranged touch attack. The bolt of shadow deals 1d6 points of piercing damage +1 for every two caster levels you possess. The bolt is considered a magic, ghost-touch weapon for the purpose of bypassing damage reduction and striking incorporeal creatures.
2nd: Obscuring Mist: You can cast obscuring mist 1/day per 2 caster levels you possess.
4th: Darkness: You can cast darkness 1/day.
8th: Shadow Slide (Su): You can briefly disappear into the Plane of Shadow to travel to a great distance. You can teleport up to 60 feet per caster level per day as a swift action. This teleportation must be used in 10-foot increments and such movement does not provoke attacks of opportunity. The limitation is that the magical transport must begin and end in an area with at least some shadows. You cannot bring other creatures with you (for this purpose, a familiar counts as part of yourself). This ability otherwise functions as the spell dimension door.
12th: Shadow Walk: You can cast shadow walk 1/day.
16th: Greater Shadow Evocation: You can cast greater shadow evocation 1/day.
20th: Shades: You can cast shades 1/day.

WARFORGED DOMAIN

Spoiler:

1st: Touch of Mending (Su): You can repair constructs (including constructs with the living subtype) with a simple touch as a standard action. A construct is repaired of 1d8 points of damage plus 1 for every two caster levels you possess. A living creature, an undead creature, or a deathless creature gains no benefit from this touch. Once a creature has been affected by touch of mending, it can no further benefit from this ability for 1 day.
2nd: Repair Light Damage: You can cast repair light damage (from Eberron Campaign Setting) 1/day per 2 caster levels you possess.
4th: Lesser Construct Essence: You can cast lesser construct essence (from Faiths of Eberron) 1/day.
8th: Construct Body (Su): Your strong affinity with the construct nature grants you temporarily some of the immunities of a true construct for a number of rounds per day equal to your caster level. While affected in this way, you gain immunity to ability damage, ability drain, critical hits and nonlethal damage. These rounds do not need to be consecutive.
12th: Mass Lesser Construct Essence: You can cast mass lesser construct essence (from Faiths of Eberron) 1/day.
16th: Total Repair: You can cast total repair (from Eberron Campaign Setting) 3/day.
20th: Summon Warforged Champion: You can cast summon warforged champion (from Faiths of Eberron) 1/day.

As you can see, I avoided all non-SRD spells except where existing spells from the campaign were a better option. Some Supernatural abilities were also a real pain to invent (Commerce and Meditation come in mind), but oh well, they are here now.
I'm waiting for a feedback on this work from all of you.

Dark Archive

I'll go over more later, but the first thing that jumps out at me is that the Meditation Domain 'touch' power is *hot.* I like it!


Set wrote:

I'll go over more later, but the first thing that jumps out at me is that the Meditation Domain 'touch' power is *hot.* I like it!

Thanks, it was difficult to think something original, useful and 'in touch' with the flavor of the Domain itself at the same time... I hope it's balanced, too.


Good stuff Wraith. Let me go over each domain in turn.

Spoiler:

  • Commerce - Not bad. The Master of Appraisal, while a non-combat ability, is a nice one to have. The only thing I see with it is that it's essentially identify only you don't get to add any bonuses, such as the +3 for training or any racial stuff, to the check. I'd say make it a bonus on Appraise check equal to 10 + caster level and you gain the knowledge an item's properties (if the check is successful) in one full round. The spells are good and as for Master of Negotiation, I'd have it apply to either Bluff or Diplomacy checks, but other than that it looks good.

  • Deathless - Touch of the Councilor, nice. Not a super great combat ability, but when going up against spellcasters or spell-like ability using monsters, it's a nice de-buff. The Deathless Bless is nice, but you need to specify the range. Is it touch? Close? Line of sight?

  • Decay - Very kool 1st level ability. I like the sheer neutrality of it, destroying living and unliving alike. I'd toss in another option; you can attack an inanimate object and deal the 1d4 + 1/CL while ignoring hardness. As for the aura, I'd make the caster immune. I've had BBEG's try the "It'll hurt me, but I hope it hurts them more" gambit many times where it bit him in the hind quarters.

  • Dragon Below - Again, nice stuff. I'd make the claws deal unholy damage at 14th level, just to differentiate between a draconic sorcerer. Spells and 8th level ability are all good, no pun intended ;)

  • Exorcism - Very nice, sticking with the Sun domain and applying it to evil outsiders. Scourge of the wicked, while mainly Eberron specific, is a nice little ability. It's also rather handy if you use the Advanced Bestiary from Green Ronin, the demon- and devil-possessed templates are a lot of fun.

  • Feast - Awesome, awesome utility power there. Let me say though, the abilities, while useful for everyone, really help out the party barbarian, with all the fatigue removal. I'm not saying this is a bad thing, just something to keep in mind. Some may say that Aura of Cleansing steps on the paladin's toes a bit with the remove disease effect, but all that's doing is saving his lay on hands pool.

  • Life - I like it. I'd remove the warforged half-healing caveat from the abilities because, IIRC, the warforged stipulation on healing is only subject to conjuration [healing] effects. Also, I'd make it a 1/hour instead of 1/day. It's not a healbot in combat, but over time the cleric can put a good chunk of the party back together. Also, if your party is really that stubborn and takes the X number of hours to get fully healed without spells, there's always wandering monsters, but I digress.

  • Madness - Already done.

  • Meditation - As Set said, Touch of Recall is sexy on a plate. Some may argue that it's too powerful, but I like it. I'm thinking a cleric of Irori may be showing up at some point to help the party with this ability. Inner Perfection is nice too, but damn, that 1st level power rocks.

  • Necromancer - A nice balance to the Life domain, though I'd also change it from 1/day to 1/hour. Necrotic Nova, aside from having a kool name, is another nice ability too. My only "gripe" would be to swap ray of enfeeblement for summon monster II with the stipulation that you summon skeletal versions of the creatures instead of fiendish or celestial creatures. [rant] *grumble* No low level "walking dead" spells...[/rant]

  • Passion - Not bad. I'd have done something similar to the barbarian's rage, but you didn't and I think you came out better for it with Touch of Fury. As for Aura of Resolve, I'd up the morale bonus to half caster level instead of just +3. Plus three at 8th level seems a little... dinky in my opinion.

  • Revered Ancestor - Nice. I like the ghostly scimitar. I'd change the wording from "Once the strike has been made" to "Once the attack has been made" for clarity's sake. Master of Horses, while neat, really has no use unless you have a mount. That said, I'd add in something about calling a mount, a-la the mount spell, and then keep it the way it is. Maybe swap out magic weapon for mount... Also, I love Thundering Hooves. I don't know if that was in the book, or if you came up with it, but I love it.

  • Shadow - Unless otherwise specified, spells and spell-like abilities always bypass damage reduction, so I'd cut that line out, though keep the bit about being able to strike incorporeal foes. Other than that, not bad.

  • Warforged - Not bad. Honestly, I'd have gone with something that up the damage of unarmed strikes and/or slam attacks (like the Plant domain) instead of a healing affect, but that's just me. Construct Body is good too. I never really liked the Warforged domain, simply because they made LoBster a "god"... But again, that's my gripe with the writers, not you, so good work on the domain.

All told, great work!

Dark Archive

More thoughts on the Eberron conversions;

Dragon Below
Fiendish Resilience should state whether it is activated as a standard, move or free action (I'd say free, given it's nature). I know that Jason doesn't always do this, but this whole 'emit an aura' thing should really state that it takes a free action to activate (or an immediate action, if that's his intent), and expires at the beginning of the character's next round if not maintained, so that a Cleric can activate it for one round and only one round, instead of spending actions turning it on and off (and losing rounds of use in the process).

I kind of miss Dragon Below being the Domain of choice for summoners, although I'm not sure what to change.

Feast
Touch of Nourishment wording is awkward (nice power, 'though).
Perhaps the text reading; effectively, the creature gains the same nourishment from the touch as if he had already eaten nutrient food and drank an adequate amount of water this day
could change to;
effectively, the creature is nourished as if it had consumed a full day's ration of both food and water

I'm particularly not fond of the words 'nutrient' and 'drank' in that sentence. 'Nutritious' and 'consumed' would please me more. :)

Aura of Cleansing is *insanely* good. Too good, I suspect. Giving everyone another immediate save with a +X bonus to throw off / purge any poison or disease might be better. Have '+X' equal the casters Wisdom modifier, or +1 / 4 Cleric levels or something.

Again with the 8th level powers that don't state if they are standard actions to use or whatever. Having this fire off as an immediate action would be way powerful, but as a free action would probably be adequately useful. Having it cost the Cleric a standard action to use, or, even worse, a standard action to turn off, would be teh uber-suq.

Life
Bolt of Life starts out stating that the bolt targets an undead foe, but then describes the effects if you use it on a living target. The first sentence should be reworded to not make it seem limited to targetting undead.

Aura of Renewal is also darn good at dealing with ability damage, and perhaps could be toned down to 1 point of ability damage / drain per round of effect. By 8th level, when the Cleric gets this power, 8 pts of ability damage / drain being negated for *each* ally is pretty decent, and 8d4 is perhaps a bit overkill!

Meditation
Touch of Recall still rocks.

Necromancer
Necrotic Nova is hot.

Shadow
Shadow Slide is good. Someone might say that it is too good compared to the shadow jump abilities of a Shadow Dancer, but Shadow Dancers suck, and this feels pertty good, powerwise.

The Warforged Domain's 1st level ability is terribly, terribly specific and 'niche' for a character who may not have a party full of Warforged. I'd swap out the first level ability (which is already kinda taken care of by the 2nd level ability anyway) for the ability to transform your limb into some sort of un-disarmable warforged weapon limb thingie *or* to grow a composite armor body or something.

I like the composite armor idea for a non-Warforged Cleric in particular, but the Domain power has to be useful to Warforged Clerics as well, so the weapon limb thing would probably be better. The Clerics weapon arm could transform into a spiky-morning star able to launch it's spikes as a light crossbow or something, to give it some flash, and count as a magic weapon / gain bonuses as one's Cleric level increases. To give it that Eberron feel, make it turn into a weapon one size class larger than the Cleric, but one that he can use proficiently at no penalty, so that a human Cleric's arm turns into some bigarse Large morningstar that nearly drags on the ground and does 1d10 B/P damage. With the extra damage from size and magical properties (and ranged utility as a size L light crossbow), it should be competitive with the zappy rays that Air, Earth, Fire and Water get at 1st level.

Edit:
And now that I've read Golarion Goblin's thoughts, I 110% agree with the bit about how the Necromancer Domain should have some sort of skeletal summoning power instead of ray of enwussiment!

Silver Crusade

I love the awesome stuff in this thread.


Next up for me is converting my homebrew domains; Afterlife, Bone, Ice, and Sound, although the domains from Complete Warrior (Courage, Fate, Nobility [done], Planning, and Tyranny) seem inviting as well...

Dark Archive

Golarion Goblin wrote:
Next up for me is converting my homebrew domains; Afterlife, Bone, Ice, and Sound, although the domains from Complete Warrior (Courage, Fate, Nobility [done], Planning, and Tyranny) seem inviting as well...

Just because of the OGL thing, I'd skip the Complete Warrior ones.

Granted, there are Destiny and Bravery and Domination ones in other sources that would nicely replace Fate, Courage and Tyranny. Planning, I'm not so sure about, although one related to Strategy and / or Tactics might work.

Bone, Ice and Sound (perhaps Song or Thunder? Sound 'sounds' kinda meh, IMO) are great ideas for Domains.

Dark Archive

Wraith and Set, you two should slap on some spandex and be touch tag team Domain wrestling team mates. Good stuff here guys.


Thanks to all for the feedback. It's good to see that your personal work is appreciated.

Now, for some clarifications that were requested:

Golarion Goblin wrote:


Commerce - Not bad. The Master of Appraisal, while a non-combat ability, is a nice one to have. The only thing I see with it is that it's essentially identify only you don't get to add any bonuses, such as the +3 for training or any racial stuff, to the check. I'd say make it a bonus on Appraise check equal to 10 + caster level and you gain the knowledge an item's properties (if the check is successful) in one full round. The spells are good and as for Master of Negotiation, I'd have it apply to either Bluff or Diplomacy checks, but other than that it looks good.

Master of Negotiation is loosely based on the Glibness spell, so I didn't include the Diplomacy bonus (since Glibness doesn't give any Diplomacy bonus, either); as for Master of Appraisal, the power is like a watered-down Identify at the beginning (so, useful only to identify the value of a nonmagical item without having to spend skill points in Appraise), but becomes a really boosted Identify around mid or high level. At 1st level is only a 'virtual' Appraise check with a result of 11+Int modifier (so, 12 or 13 at best), but at 10th level becomes a result of 26+Int modifier, and at 20th level a result of 42+Int modifier ! (since there's the flat +3/+6/+9/+12 bonus added, depending on the level). For a free touch at-will, I fear that is even too high...

Golarion Goblin wrote:


Decay - Very kool 1st level ability. I like the sheer neutrality of it, destroying living and unliving alike. I'd toss in another option; you can attack an inanimate object and deal the 1d4 + 1/CL while ignoring hardness. As for the aura, I'd make the caster immune. I've had BBEG's try the "It'll hurt me, but I hope it hurts them more" gambit many times where it bit him in the hind quarters.

Aura of Decay is based on the same mechanics of Aura of Destruction from the Destruction Domain, so I thought it could be wise to stack with something already existant and twist it in a new 'flavorish' way. If a creature is not hurt while the aura is active, the aura has no effect.

Golarion Goblin wrote:


Dragon Below - Again, nice stuff. I'd make the claws deal unholy damage at 14th level, just to differentiate between a draconic sorcerer. Spells and 8th level ability are all good, no pun intended ;)

Unholy damage could be potentially too good (+2d6) for an NPC, or too lame (+0) for a PC; also, it's based on the claws of an Abyssal Sorcerer (rather than Draconic ;) ...), since worship to the Dragon Below is the closest thing to worship to demons in Eberron. This was intentional (although not very original, I admit).

Golarion Goblin wrote:


Life - I like it. I'd remove the warforged half-healing caveat from the abilities because, IIRC, the warforged stipulation on healing is only subject to conjuration [healing] effects. Also, I'd make it a 1/hour instead of 1/day. It's not a healbot in combat, but over time the cleric can put a good chunk of the party back together. Also, if your party is really that stubborn and takes the X number of hours to get fully healed without spells, there's always wandering monsters, but I digress.

The warforge half-healing is something I left because I was not totally sure about the conjuration (healing) effects myself. Reading the campaign description and some alternative class features (Warforged Paladins that could heal the full amount of damage with 'lay on hands' instead of only half) led me to believe that even supernatural abilities that heal hp have only half effect on the warforged. So, before changing this, I have to make a more extensive research on the subject...

Golarion Goblin wrote:


Revered Ancestor - Nice. I like the ghostly scimitar. I'd change the wording from "Once the strike has been made" to "Once the attack has been made" for clarity's sake. Master of Horses, while neat, really has no use unless you have a mount. That said, I'd add in something about calling a mount, a-la the mount spell, and then keep it the way it is. Maybe swap out magic weapon for mount... Also, I love Thundering Hooves. I don't know if that was in the book, or if you came up with it, but I love it.

Revered Ancestor, you are right, the wording you propose is better. Master of Horses is effectively lame if you are without a mount, so your proposal for 'Mount' instead of 'Magic Weapon' is extremely reasonable. This is also a change I will make.

Ah, Thundering Hooves was the name for 'Earthquake' as a bonus Domain spell even in the official campaign; I admit that is a really cool name, but I'm not the guy who invented it...

Set wrote:

More thoughts on the Eberron conversions;

Dragon Below
Fiendish Resilience should state whether it is activated as a standard, move or free action (I'd say free, given it's nature). I know that Jason doesn't always do this, but this whole 'emit an aura' thing should really state that it takes a free action to activate (or an immediate action, if that's his intent), and expires at the beginning of the character's next round if not maintained, so that a Cleric can activate it for one round and only one round, instead of spending actions turning it on and off (and losing rounds of use in the process).

I kind of miss Dragon Below being the Domain of choice for summoners, although I'm not sure what to change.

Since Fiendish Resilience is an aura, it follows the 'normal' rules for activating auras in the standard Doamins. And, since (at the present) "Unless otherwise noted, these abilities are activated by using a standard action." (page 176), I strongly believe that ALL auras require a standard action to activate (but only a free action to remain active in the following rounds). I didn't want to invent extreme exceptions, rather follow the 'normal' rules for existing powers (where possibile).

But I admit that it COULD be better if auras were activated as Swift actions...

Set wrote:


Feast
Touch of Nourishment wording is awkward (nice power, 'though).
Perhaps the text reading; effectively, the creature gains the same nourishment from the touch as if he had already eaten nutrient food and drank an adequate amount of water this day
could change to;
effectively, the creature is nourished as if it had consumed a full day's ration of both food and water

I'm particularly not fond of the words 'nutrient' and 'drank' in that sentence. 'Nutritious' and 'consumed' would please me more. :)

Aura of Cleansing is *insanely* good. Too good, I suspect. Giving everyone another immediate save with a +X bonus to throw off / purge any poison or disease might be better. Have '+X' equal the casters Wisdom modifier, or +1 / 4 Cleric levels or something.

Again with the 8th level powers that don't state if they are standard actions to use or whatever. Having this fire off as an immediate action would be way powerful, but as a free action would probably be adequately useful. Having it cost the Cleric a standard action to use, or, even worse, a standard action to turn off, would be teh uber-suq.

Touch of Nourishment, wording changed (thanks, English is not my native language, and I was not sure how to spell out the effects properly...)

Aura of Cleansing, perhaps you are right, but since the Domain do not have Neutralize Poison until very late (with Detoxify), and the duration is extremely low, I think it's better to leave it as is. Plus, the Cleric is not immune himself, so...
And, for the activation, same as above (a.k.a. as per existing auras, I THINK standard to activate/ free to maintain...)

Set wrote:


Life
Bolt of Life starts out stating that the bolt targets an undead foe, but then describes the effects if you use it on a living target. The first sentence should be reworded to not make it seem limited to targetting undead.

Aura of Renewal is also darn good at dealing with ability damage, and perhaps could be toned down to 1 point of ability damage / drain per round of effect. By 8th level, when the Cleric gets this power, 8 pts of ability damage / drain being negated for *each* ally is pretty decent, and 8d4 is perhaps a bit overkill!

Bolt of Life, you are right on the wording. I will correct this.

Aura of Renewal, you are right on this too (1d4 per round is effectively too much...). I will correct this, too.

Set wrote:


The Warforged Domain's 1st level ability is terribly, terribly specific and 'niche' for a character who may not have a party full of Warforged. I'd swap out the first level ability (which is already kinda taken care of by the 2nd level ability anyway) for the ability to transform your limb into some sort of un-disarmable warforged weapon limb thingie *or* to grow a composite armor body or something.

Yes, it is. But only a Warforged COULD take this Domain (or perhaps, a REALLY awkward humanoid), and granted, 'Forgeds need a LOT of love when talking about healing... However, this is not 'fixed in stone', and your idea of the 'extra-size slam' has some appeal too... I would think about this.

baron arem heshvaun wrote:


Wraith and Set, you two should slap on some spandex and be touch tag team Domain wrestling team mates. Good stuff here guys.

THIS is something that would not happen (the spandex suit, I mean) !!!!

Ah, another small thing: I know it's silly, I know it's strange, but, you see, my full name is THE Wraith... please ! ;)
(Man, this is almost like the 'Plissken' and 'Call me Snake' joke from the 'Escape from...' movies !...)

Well, Merry Christmas to all !!!


Changes to the post above (sorry, I'm no more able to edit directly that post... in time, I would rewrote all the Domains, for the present these Domains supercedes those above):

FEAST DOMAIN

Spoiler:

1st: Touch of Nourishment (Su): You can touch a creature as a standard action, warding him off the fatigue of the day and giving him energy and nourishment. This ability removes the fatigued condition from the target, as well as removing from him the need of food and water for the current day (effectively, the creature is nourished as if it had consumed a full day’s ration of both food and water). Once a creature has benefited from touch of nourishment, it gains no further benefit from this ability for 1 day.
2nd: Goodberry: You can cast goodberry 1/day per 2 caster levels you possess.
4th: Delay Poison: You can cast delay poison 1/day.
8th: Aura of Cleansing (Su): You can emit a 30-ft. aura of cleansing for a number of rounds per day equal to your caster level. All of your allies in the aura gain immunity to disease and poison and are immediately cured of any disease and poison that is currently affecting them, as per the neutralize poison and remove disease spell. This ability removes also the exhausted, fatigued, nauseated and sickened condition from your allies, as well as granting immunity to these same conditions. These rounds do not need to be consecutive. You are not affected by the effects of your aura.
12th: Heroes’ Feast: You can cast heroes’ feast 1/day.
16th: Detoxify: You can cast detoxify (from Eberron Campaign Setting) 1/day.
20th: Feast of Champions: You can cast feast of champions (from Eberron Campaign Setting) 1/day.

LIFE DOMAIN

Spoiler:

1st: Bolt of Life (Su): As a standard action you can unleash a blazing white sparkle of positive energy targeting any creature within 30 feet as a ranged touch attack. The bolt of life deals 1d4 points of positive energy damage +1 for every two caster levels you possess to undead creatures. This power cures living creatures (including a deathless creature or a construct with the living subtype) of a like amount of damage (although for a living construct, this amount is halved), rather than harming them, but once a living creature has been affected by bolt of life, it is immune to its effects for 1 day.
2nd: Hide from Undead: You can cast hide from undead 1/day per 2 caster levels you possess.
4th: Lesser Restoration: You can cast lesser restoration 1/day.
8th: Aura of Renewal (Su): You can emit a 30-ft. aura of positive energy for a number of rounds per day equal to your caster level. Living allies (including deathless creatures and constructs with the living subtype) within this aura that are below 0 hit points are immediately stabilized and cured of 1d8 points +1 for every two caster levels you possess (this amount is halved for a living construct). Living allies that are already at 0 hit points or above (including you) are immediately cured of 1 point of temporary ability damage from a single ability score (targeted ally’s choice if more than one is damaged), restored of 1 point of permanent ability drain from a single ability score (targeted ally’s choice if more than one is drained), and cured from fatigue and exhaustion. These rounds do not need to be consecutive.
12th: Death Ward: You can cast death ward 3/day.
16th: Animate Plants: You can cast animate plants 1/day.
20th: Mass Heal: You can cast mass heal 1/day.

REVERED ANCESTOR DOMAIN

Spoiler:

1st: Blade of the Ancestor (Su): As a standard action, you can briefly materialize a ghostly scimitar made of force to strike any foe within 30 feet with a single melee attack, using your base attack bonus and your Wisdom modifier to the attack roll. If the blade hits, it deals 1d6 points of force damage +1 for every four caster levels you possess. The blade has a critical range of 18-20 and can strike incorporeal foes without the usual miss chance. Damage reduction does not apply to this damage. Once the attack has been made (either successful or not), the blade winks out of existence.
2nd: Mount: You can cast mount 1/day per 2 caster levels you possess.
4th: Heroism: You can cast heroism 1/day.
8th: Master of the Horses (Su): You can imbue yourself and your steed with the mighty prowess of your ancestors for a number of rounds per day equal to your caster level. While this power is active, you gain the use of the Spirited Charge combat feat (even if you do not meet the prerequisites to use this feat), while your mount gains a +30-foot enhancement bonus to its base land speed and the use of the Run feat. If some of these bonuses are already in place (for example, if your mount has already the Run feat), the effects do not stack. These rounds do not need to be consecutive.
12th: Greater Heroism: You can cast greater heroism 1/day.
16th: Thundering Hooves (Earthquake): You can cast earthquake 1/day .
20th: Hero’s Blade: You can cast hero’s blade (from Eberron Campaign Setting) 1/day.

Also, since I forgot to add the explanation above: Deathless Bless (from the Deathless Domain) is a personal ability ("...to temporarily bestow upon yourself..." ), which affects only the Cleric himself.

My personal gift under Christmas Tree for everyone !
Enjoy (and thanks to Golarion Goblin and Set for the suggestions) !

Dark Archive

The Wraith wrote:

Set wrote:

The Warforged Domain's 1st level ability is terribly, terribly specific and 'niche' for a character who may not have a party full of Warforged. I'd swap out the first level ability (which is already kinda taken care of by the 2nd level ability anyway) for the ability to transform your limb into some sort of un-disarmable warforged weapon limb thingie *or* to grow a composite armor body or something.

The Wraith wrote:
Yes, it is. But only a Warforged COULD take this Domain (or perhaps, a REALLY awkward humanoid), and granted, 'Forgeds need a LOT of love when talking about healing... However, this is not 'fixed in stone', and your idea of the 'extra-size slam' has some appeal too... I would think about this.

Since Onatar also grants the Warforged Domain (in addition to the Lord of Blades and / or the Becoming God), and has primarily human, dwarven, etc. worshippers (and, in Eberron, any Adept can take one Domain of choice, including Warforged, regardless of race), it's actually a bit less 'Warforged-only' than originally conceived. So I'd definitely want to make the Domain useful to both fleshies and 'forged.

Keith Baker's apparently not terribly fond of the Domain as written (and I completely agree in that it's a terrible idea to have a Domain that allows a PC or NPC to permanantly enslave twice his HD in another PC-able race without a saving throw...).

As much as I love the various 'Rebuke/Command' Domains as a player, they are awful things as a DM, particularly when stuff doesn't get completely thought out, or stuff from multiple splats gets used in combination (Warforged Domain in a world with Maug, for instance, or the Drow of the Underdark alternate Drow cleric feature that allows them to rebuke/command spiders as if they were 4 levels higher, which, combined with Improved Turning, would allow a 1st level Drow Cleric to have *SIX* 2 HD Spider Swarms following her around...).


Full-Updated Version of Eberron Domains

Thanks to Golarion Goblin and Set for suggestions on changes on Dragon Below, Feast, Life, Revered Ancestor, and Warforged Domains. I've made quite some modifications to these Domains, following ideas that were suggested.
Also, now 'Aura Powers' and 'Personal Immunities Powers' have a better format (how to activate them and how to maintain them, as suggested); I still think that 'aura powers' work more or less in this way, so if in the future there will be a clarification, I would change my Aura Powers as well.

Again, I would like to hear what you think about them (and if you played them, what needs some rework too).

COMMERCE DOMAIN

Spoiler:

1st: Master of Appraisal (Su): You can touch an item to learn about its precise value and its properties (if the object is a magic item) as a melee touch attack. If successful, you gain information as if you had cast detect magic and had made a trained Appraise skill check with a result equal to 10 + your caster level + your Intelligence modifier. At 6th level, and every four levels thereafter, add a +3 bonus to your check (+3 at 6th, +6 at 10th, +9 at 14th, and +12 at 18th).
2nd: Comprehend Languages: You can cast comprehend languages 1/day per 2 caster levels you possess.
4th: Tongues: You can cast tongues 1/day.
8th: Master of Negotiation (Su): As a swift action, you can convince other people of the truth of your words, giving you a +20 bonus on Bluff checks for a number of minutes per day equal to your caster level. These minutes do not need to be consecutive, but you must activate the ability for at least one minute each time. If a magical effect is used against you that would detect your lies or force you to speak the truth, the user of the effect must succeed on a caster level check (1d20 + caster level) against a DC of 15 + your Charisma modifier + your caster level to succeed. Failure means the effect does not detect your lies or force you to speak only the truth. This ability otherwise functions as glibness.
12th: True Seeing: You can cast true seeing 1/day.
16th: Refuge: You can cast refuge 1/day.
20th: Polymorph Any Object: You can cast polymorph any object 3/day.

DEATHLESS DOMAIN

Spoiler:

1st: Touch of the Councilor (Su): Your touch has a power similar to that of the Deathless Councilors that cleanses creatures of their wickedness. As a standard action you can make a melee touch that deals 1d4 points of Charisma damage to an evil creature, or 1d2 points of Charisma damage to a neutral creature. Good creatures are immune to this effect. Once a target has been affected by the touch of the Councilor, it is immune to its effects for 1 day.
2nd: Detect Undead: You can cast detect undead 1/day per 2 caster levels you possess.
4th: Consecrate: You can cast consecrate 1/day.
8th: Deathless Bless (Su): As a swift action, you can call the power of the Undying Court to temporarily bestow upon yourself some of the immunities of the Deathless for a number of rounds per day equal to your caster level. While affected in this way, you gain immunity to critical hits, disease, paralysis and poison. These rounds do not need to be consecutive.
12th: Create Deathless: You can cast create deathless (from Eberron Campaign Setting) 1/day.
16th: Create Greater Deathless: You can cast create greater deathless (from Eberron Campaign Setting) 1/day.
20th: Hero’s Blade: You can cast hero’s blade (from Eberron Campaign Setting) 1/day.

Note: since the original Domain included three Domain-only spells, I decided to keep them as 'generic' Cleric Spells, adding to them as a Special component 'Caster must be an elf or half-elf'; these spells are
Halt Deathless, Spirit Steed and Control Deathless, all from Eberron Campaign Setting

DECAY DOMAIN

Spoiler:

1st: Touch of Decay (Su): As a standard action, you can touch a creature and cause putrescence in organic matter and weaken inorganic matter. You must succeed on a melee touch attack to affect a creature (using the rules for touch spells). If you touch a living creature (including a construct with the living subtype) you deal 1d2 points of Constitution damage; if you touch an undead creature (including a deathless creature), an object, or a construct without the living construct subtype, you deal 1d4 points of damage +1 for every two caster levels. Once a target has been affected by the touch of decay, it is immune to its effects for 1 day.
2nd: Doom: You can cast doom 1/day per 2 caster levels you possess.
4th: Ghoul Touch: You can cast ghoul touch 1/day.
8th: Aura of Decay (Su): You can emit a 30-ft. aura of putrefaction for a number of rounds per day equal to ½ your caster level. Any object or creature that takes damage in this area (including you) must make a Fortitude save, with a DC equal to 10 + ½ your caster level + your Charisma modifier. If the save fails, the creature takes an additional 1d3 points of Constitution damage if it is a living creature (including a construct with the living subtype), or an additional damage of 1d8 points + 1 point per caster level if it is an undead creature (including a deathless creature), an object, or a construct without the living subtype. These rounds do not need to be consecutive. You activate the power as a standard action deciding the duration in rounds; you do not need to use a standard action in subsequent rounds to maintain the power. You can deactivate the power earlier with a swift action, if needed.
12th: Blight: You can cast blight 1/day.
16th: Withering Palm: You can cast withering palm (from Eberron Campaign Setting) 1/day.
20th: Energy Drain: You can cast energy drain 1/day.

DRAGON BELOW DOMAIN

Spoiler:

1st: Claws of Khyber (Su): You grow fiendish claws thanks to the unholy power of the Dragon Below itself. You can make two claw attacks as your full-attack action. These claws are treated as natural weapons and deal 1d6 points of damage plus your Strength-modifier (1d4 if you are Small). At 6th level, these claws are considered magic weapons for the purpose of overcoming DR. At 10th level, the damage increases by one step to 1d8 points of damage (1d6 if you are Small). At 14th level, these claws become flaming weapons, dealing 1d6 additional points of fire damage on a successful hit.
2nd: Summon Monster I: You can cast summon monster I 1/day per 2 caster levels you possess to summon evil creatures.
4th: Summon Swarm: You can cast summon swarm 1/day to summon a swarm of bats or spiders (not rats) with the fiendish template.
8th: Fiendish Resilience (Su): As a swift action, you can call the power of the Dragon Below to temporarily bestow upon yourself an unholy resilience and vitality for a number of rounds per day equal to your caster level. While affected in this way, you gain fire resistance 10, electricity resistance 10, and +2 inherent bonus to Constitution. At 17th level, the bonus to Constitution increases to +4. These rounds do not need to be consecutive.
12th: Planar Ally: You can cast planar ally 1/day to summon evil creatures.
16th: Greater Planar Ally: You can cast greater planar ally 1/day to summon evil creatures.
20th: Gate: You can cast gate 1/day to summon evil creatures.

Note: I totally forgot about the 'summoning' feature of the Dragon Below Domain, so I rewrote the spell list. For Summon Swarm, I left out rats because of the HD of the Rat Swarm (with the Fiendish Template, the Swarm would have gained DR 5/magic, and so could have bypassed Magic Damage Reduction... a bit too much...)
The Claws still deal flaming damage - unholy damage, as suggested , is too much for NPCs and almost nothing for PCs, IMHO... but it's not 'set in stone', so I'm still not sure if keeping it or changing it.

EXORCISM DOMAIN

Spoiler:

1st: Touch of Cleansing (Su): You can channel the pure light of the Silver Flame into the corrupted body of an evil outsider, burning it with holy fire. As a melee touch attack you can deal 1d8 points of damage +1 for every two caster levels you possess. This damage comes directly from divine power and is therefore not subject to being reduced from energy resistance. This touch has no effect on creatures that are not evil outsiders.
2nd: Protection from Evil: You can cast protection from evil 1/day per 2 caster levels you possess.
4th: Calm Emotions: You can cast calm emotions 1/day.
8th: Scourge of the Wicked (Su): You can emit a 30-ft. aura of purifying energy that inhibits the powers of evil outsiders for a number of rounds per day equal to your caster level. Evil outsiders in the aura are exhausted unless they succeed in a Fortitude save; the DC for this save is equal to 10 + ½ your caster level + your Charisma modifier. This power has no effect on an evil outsider who is already exhausted. A possessing fiend (an evil outsider who is currently possessing a creature or an object) is instead rendered helpless inside his victim (he is not forced out, but he cannot control it or influencing it in any way); the fiend gets no saving throw against this power, and the possessed victim immediately emits a soft-glowing blue light, revealing his possessed status. Both these effects end immediately when the creature leaves the area or the aura expires. These rounds do not need to be consecutive. You activate the power as a standard action deciding the duration in rounds; you do not need to use a standard action in subsequent rounds to maintain the power. You can deactivate the power earlier with a swift action, if needed.
12th: Banishment: You can cast banishment 1/day.
16th: Holy Aura: You can cast holy aura 1/day.
20th: Freedom: You can cast freedom 1/day.

FEAST DOMAIN

Spoiler:

1st: Touch of Nourishment (Su): You can touch a creature as a standard action, warding him off the fatigue of the day and giving him energy and nourishment. This ability removes the fatigued condition from the target, as well as removing from him the need of food and water for the current day (effectively, the creature is nourished as if it had consumed a full day’s ration of both food and water). Once a creature has benefited from touch of nourishment, it gains no further benefit from this ability for 1 day.
2nd: Goodberry: You can cast goodberry 1/day per 2 caster levels you possess.
4th: Delay Poison: You can cast delay poison 1/day.
8th: Aura of Cleansing (Su): You can emit a 30-ft. aura of cleansing for a number of rounds per day equal to your caster level. All of your allies in the aura gain immunity to disease and poison while this power is active; any disease and poison already in effect is not automatically cured but deal no damage while aura of cleansing is active, and your allies can make a new saving throw each round with a bonus equal to your Wisdom modifier in order to remove any poison and disease already in effect completely. This ability also removes automatically the exhausted, fatigued, nauseated and sickened condition from your allies, as well as granting immunity to these same conditions. These rounds do not need to be consecutive. You are not affected by the effects of your aura. You activate the power as a standard action deciding the duration in rounds; you do not need to use a standard action in subsequent rounds to maintain the power. You can deactivate the power earlier with a swift action, if needed.
12th: Heroes’ Feast: You can cast heroes’ feast 1/day.
16th: Detoxify: You can cast detoxify (from Eberron Campaign Setting) 1/day.
20th: Feast of Champions: You can cast feast of champions (from Eberron Campaign Setting) 1/day.

Note: I rewrote some features of the Aura of Cleansing power, since it was made known to me (I really didn't think about it...) that a Cleric could cast effectively 20 times Neutralize Poison and Remove Disease with the previous version, at 20th level (activating the power only for 1 round at a time)... now it's not possible.

LIFE DOMAIN

Spoiler:

1st: Bolt of Life (Su): As a standard action you can unleash a blazing white sparkle of positive energy targeting any foe within 30 feet as a ranged touch attack. The bolt of life deals 1d4 points of positive energy damage +1 for every two caster levels you possess to undead creatures. This power cures living creatures (including a deathless creature or a construct with the living subtype) of a like amount of damage (this amount is halved for a living construct), rather than harming them, but once a living creature has been affected by bolt of life, it is immune to its effects for 1 day.
2nd: Hide from Undead: You can cast hide from undead 1/day per 2 caster levels you possess.
4th: Lesser Restoration: You can cast lesser restoration 1/day.
8th: Aura of Renewal (Su): You can emit a 30-ft. aura of positive energy for a number of rounds per day equal to your caster level. Living allies (including deathless creatures and constructs with the living subtype) within this aura that are below 0 hit points are immediately stabilized and cured of 1d8 points +1 for every two caster levels you possess (this amount is halved for a living construct). You and living allies (including deathless creatures and constructs with the living subtype) that are already at 0 hit points or above are immediately cured of 1 point of temporary ability damage from a single ability score (targeted ally’s choice if more than one is damaged), restored of 1 point of permanent ability drain from a single ability score (targeted ally’s choice if more than one is drained), and cured from fatigue and exhaustion. These rounds do not need to be consecutive. You activate the power as a standard action deciding the duration in rounds; you do not need to use a standard action in subsequent rounds to maintain the power. You can deactivate the power earlier with a swift action, if needed.
12th: Death Ward: You can cast death ward 3/day.
16th: Animate Plants: You can cast animate plants 1/day.
20th: Mass Heal: You can cast mass heal 1/day.

Note: Since Bolt of Life is loosely based on Celestial Fire from the Celestial Sorcerer Bloodline, I decided to stick with the '1 per day only' instead of '1 per hour' as suggested.
Aura of Renewal has been slightly toned down (as suggested) on the amount of Ability Damage it heals.

MADNESS DOMAIN

Spoiler:

Note: Since the Eberron Campaign Setting already introduced a Madness Domain with some 'Domain-only' spells, I decided to use the existing PFRPG Madness Domain and changing the spells Touch of Madness to (Bard 2°) and Bolts of Bedevilment to (Bard 5°)

MEDITATION DOMAIN

Spoiler:

1st: Touch of Recall (Su): Your perfect state of mind can help other creatures to regain focus on their abilities more swiftly than normal. As a standard action you can touch another creature to make it regain its expended daily abilities, gaining one of the following benefits (targeted creature’s choice if it possesses more than one type of daily abilities). If the creature has a special ability that uses daily points (such as a psion’s power point allotment, or a monk’s ki point allotment), it regains 1d4 daily points +1 for every three caster levels you possess. If the creature has an ability that can be used a limited number of times or rounds per day (such as a paladin’s smite attack, a kalashtar’s mindlink psi-like ability, or a barbarian’s rage ability), it immediately regains one use or one round of duration of that ability for every six caster levels you possess (minimum 1). If a creature has a spell slot allotment (such as a druid or a sorcerer), it immediately regains one of his expended spells or spell slots of a maximum level equal to 1 for every five caster levels you possess (minimum 1). If a creature has spent none of his daily abilities, it gains no benefit from touch of recall. Any points exceeding the maximum daily allotment of the creature’s daily ability are lost. You cannot target yourself with this ability. Once a creature has been affected by touch of recall, it can gain no further benefit from it for 1 day.
2nd: Comprehend Languages: You can cast comprehend languages 1/day per 2 caster levels you possess.
4th: Owl’s Wisdom: You can cast owl’s wisdom 1/day.
8th: Inner Perfection (Su): You can emit a 30-foot aura of peace and serenity for a number of rounds per day equal to your caster level. Allies in this aura gain a +4 morale bonus on saving throws against mind-affecting effects. You are totally immune to mind-affecting effects while the aura is active. These rounds do not need to be consecutive. You activate the power as a standard action deciding the duration in rounds; you do not need to use a standard action in subsequent rounds to maintain the power. You can deactivate the power earlier with a swift action, if needed.
12th: Find the Path: You can cast find the path 1/day.
16th: Mind Blank: You can cast mind blank 1/day.
20th: Astral Projection: You can cast astral projection 1/day.

NECROMANCER DOMAIN

Spoiler:

1st: Necrotic Bolt (Su): As a standard action you can unleash a black sparkle of negative energy targeting any foe within 30 feet as a ranged touch attack. The necrotic bolt deals 1d4 points of negative energy damage +1 for every two caster levels you possess. This power cures undead creatures of a like amount of damage, rather than harming them, but once an undead creature has been affected by necrotic bolt, it is immune to its effects for 1 day.
2nd: Summon Undead (Summon Nature’s Ally II): You can cast summon nature’s ally II 1/day per 2 caster levels you possess to summon creatures with the skeleton template.Creatures without a skeleton (like elementals, octopi, and squids) cannot be summoned.
4th: Command Undead: You can cast command undead 1/day.
8th: Necrotic Nova (Su): You can emit a 30-ft. aura of negative energy for a number of rounds per day equal to your caster level. Undead creatures within this aura gain fast healing equal to ¼ your caster level as long as they remain in range; this fast healing only applies to damage caused after the aura began. Living creatures (including constructs with the living subtype) within the aura are shaken unless they succeed in a Will save; the DC for this save is equal to 10 + ½ your caster level + your Charisma modifier. The shaken condition ends immediately when an affected creature leaves the aura or the aura expires. These rounds do not need to be consecutive. You can choose to be unaffected by the effect of your aura. You activate the power as a standard action deciding the duration in rounds; you do not need to use a standard action in subsequent rounds to maintain the power. You can deactivate the power earlier with a swift action, if needed.
12th: Waves of Fatigue: You can cast waves of fatigue 1/day.
16th: Horrid Wilting: You can cast horrid wilting 1/day.
20th: Energy Drain: You can cast energy drain 1/day.

Note: I decided to opt for Summon Nature's Ally II instead of Summon Monster II (as suggested) because it has more suitable creatures for the appliance of the template, and also because a creature that becomes a skeleton loses all previous immunities and abilities anyway.
Since Necrotic Bolt is the 'reverse' of Bolt of Life, I kept the same '1 per day' limitation.

PASSION DOMAIN

Spoiler:

1st: Touch of Fury (Su): As a standard action, you can touch a creature, giving it a brief rush of violent passion and fury. For the next 3 rounds, the target gains a +2 morale bonus to his attack rolls, weapon damage rolls, and Will save against fear. Once a target has been affected by touch of fury, he can gain no further benefit from it for 1 day.
2nd: Cause Fear: You can cast cause fear 1/day per 2 caster levels you possess.
4th: Hideous Laughter: You can cast hideous laughter 1/day.
8th: Aura of Resolve (Su): You can emit a 30-ft. aura of fiery passion for a number of rounds per day equal to your caster level. Allies within this aura gain immunity to fear and a +3 morale bonus to their attack rolls and weapon damage rolls. These rounds do not need to be consecutive. You activate the power as a standard action deciding the duration in rounds; you do not need to use a standard action in subsequent rounds to maintain the power. You can deactivate the power earlier with a swift action, if needed.
12th: Crushing Despair: You can cast crushing despair 1/day.
16th: Irresistible Dance: You can cast irresistible dance 1/day.
20th: Dominate Monster: You can cast dominate monster 1/day.

REVERED ANCESTOR DOMAIN

Spoiler:

1st: Blade of the Ancestor (Su): As a standard action, you can briefly materialize a ghostly scimitar made of force to strike any foe within 30 feet with a single melee attack, using your base attack bonus and your Wisdom modifier to the attack roll. If the blade hits, it deals 1d6 points of force damage +1 for every four caster levels you possess. The blade has a critical range of 18-20 and can strike incorporeal foes without the usual miss chance. Damage reduction does not apply to this damage. Once the attack has been made (either successful or not), the blade winks out of existence.
2nd: Mount: You can cast mount 1/day per 2 caster levels you possess.
4th: Heroism: You can cast heroism 1/day.
8th: Master of the Horses (Su): As a swift action, you can imbue yourself and your steed with the mighty prowess of your ancestors for a number of rounds per day equal to your caster level. While this power is active, you gain the use of the Spirited Charge combat feat (even if you do not meet the prerequisites to use this feat), while your mount gains a +30-foot enhancement bonus to its base land speed and the use of the Run feat. If some of these bonuses are already in place (for example, if your mount has already the Run feat), the effects do not stack. These rounds do not need to be consecutive.
12th: Greater Heroism: You can cast greater heroism 1/day.
16th: Thundering Hooves (Earthquake): You can cast earthquake 1/day .
20th: Hero’s Blade: You can cast hero’s blade (from Eberron Campaign Setting) 1/day.

Note: I changed the spell this Domain grants at 2nd level (as suggested) in order to make viable the Master of Horses power to Clerics that have no 'physical' mounts available; otherwise, the power would be totally useless...

SHADOW DOMAIN

Spoiler:

1st: Bolt of Shadow (Su): As a standard action, you can materialize and fire a ghostly, semi-substantial arrow, targeting any foe within 30 feet as a ranged touch attack. The bolt of shadow deals 1d6 points of piercing damage +1 for every two caster levels you possess. The bolt is considered a magic, ghost-touch weapon for the purpose of bypassing damage reduction and striking incorporeal creatures.
2nd: Obscuring Mist: You can cast obscuring mist 1/day per 2 caster levels you possess.
4th: Darkness: You can cast darkness 1/day.
8th: Shadow Slide (Su): You can briefly disappear into the Plane of Shadow to travel to a great distance. You can teleport up to 60 feet per caster level per day as a swift action. This teleportation must be used in 10-foot increments and such movement does not provoke attacks of opportunity. The limitation is that the magical transport must begin and end in an area with at least some shadows. You cannot bring other creatures with you (for this purpose, a familiar counts as part of yourself). This ability otherwise functions as the spell dimension door.
12th: Shadow Walk: You can cast shadow walk 1/day.
16th: Greater Shadow Evocation: You can cast greater shadow evocation 1/day.
20th: Shades: You can cast shades 1/day.

WARFORGED DOMAIN

Spoiler:

1st: Arm of the Construct (Su): Your dominant arm takes a full-metal appearance, a mark of your vow of faithfulness to the almighty Lord of Blades. As a standard action, you can make a single slam attack that deals 1d8 points of bludgeoning damage (1d6 if you are Small) +1 for every two caster levels you possess; you also add one and a half your Strength bonus (if any) to this damage, as if you were wielding a two-handed weapon (this attack is considered a two-handed weapon attack also for the purpose of feats like Power Attack and Overhand Chop). At 6th level, your slam is considered a magic weapon for the purpose of overcoming damage reduction. At 14th level, your slam is considered also an adamantine weapon for the purpose of overcoming damage reduction (but not for bypassing hardness on objects). If you already possess a natural attack, use the slam base damage or your own (whichever is higher) before adding the bonuses from your caster level and from your Strength modifier.
2nd: Repair Light Damage: You can cast repair light damage (from Eberron Campaign Setting) 1/day per 2 caster levels you possess.
4th: Lesser Construct Essence: You can cast lesser construct essence (from Faiths of Eberron) 1/day.
8th: Construct Body (Su): Your strong affinity with the construct nature grants you temporarily some of the immunities of a true construct for a number of rounds per day equal to your caster level. You can activate this power as a swift action; while affected in this way, you gain immunity to ability damage, ability drain, critical hits and nonlethal damage. These rounds do not need to be consecutive.
12th: Mass Lesser Construct Essence: You can cast mass lesser construct essence (from Faiths of Eberron) 1/day.
16th: Total Repair: You can cast total repair (from Eberron Campaign Setting) 3/day.
20th: Summon Warforged Champion: You can cast summon warforged champion (from Faiths of Eberron) 1/day.

Note: I changed the 1st level power to a more 'racial-neutral' feature (as suggested), in order to make it viable even to a group of characters without a construct among them.


By the Host!

I'm in the middle of a major overhaul of my Eberron campaign. I'm working on weapon lists, ECL 1 races only, changing Sarlona to remove psionics and take advantage of a mysterious continent (the more the better!), a different set of dragonmarks with the new races included...

And Betaizing the whole thing!

My friend told me about this thread...

I can't tell you how much I was looking for a way to defend the old system of bonus spells just to NOT do the rewriting of the Eberron domains!

Tears in my eyes (yes, warforged do cry, the have fortification, but it's not 100 %), I thank you and wish you a Happy New Year!

I love you Wraith (Warforged love, of course),

DW


Dreaming Warforged wrote:

...

I love you Wraith (Warforged love, of course),

DW

Dang! I've never heard DW so thankfull and I've seen him drunk!

On a more serious note, wholehearted thanks for the good stuff Wraith.

Dark Archive

The bit on Arm of the Construct where it counts as Adamantine for overcoming DR, but not for blowing through the hardness of objects is genius. (I'd say 'inspired,' but that means something else in Eberron...)

Also, your ability to take feedback and adjust your work appropriately is awe-inspiring. I wish I could adopt constructive criticism that gracefully!


Well, thank you to you all. When somebody gives a suggestion that is reasonable and makes sense, it would be a bit silly not to change your ideas simply because 'you didn't think about it'.

(ah, I give up on trying to be addressed by my 'full' name... just call me Wraith, and let's call it even ;) )

Again, thank you to everybody, and Happy New Year !


[Jaw drops] Okay, you guys are officially awesome! I came here today hoping to save myself a little work, when I realized I was going to have to either write some domains myself, or effectively neuter a few deities for my Kingdoms of Kalamar camapaign. Thank you for saving me a ton of work.

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